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Main Page
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1
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2019-11-30T20:54:30Z
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{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb = A wiki on hacking Luigi's Mansion!
| about_title = About
| about_content =
This wiki basically documents and lists tutorials on not only how to mod the GameCube launch title, [[Luigi's Mansion]], but also on other games in the series, such as [[Luigi's Mansion 3DS|the 3DS remake.]] Please read the [[rules]] if you want to get started editing or adding new info to the wiki.
| featured_title = Featured Article
| featured_content = You can put a "featured article" here to show off the very best pieces that your community has done — or alternatively, you can use this space for something else if featured articles aren't "your thing".
| didyouknow_title = Did you know...
| didyouknow_content = {{DidYouKnow}}
<!--* ...an icon of Daisy called <b>Test.bti</b> in the games files?
* ...an unused creepy hand graphic found only in the files of the Japanese release?-->
| news_title = News
| news_content =
* Smoking is very healthy for ya.
* Well, this wiki gotta be made sooner or later.
}}
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7 Inspirational Quotes About Live Casino
0
809
1384
2024-09-05T08:43:21Z
DanielaMacCormic
30792330
Created page with "The Artwork of Gambling: How Online Casinos Act upon the Humans of Art<br><br><br>In the appendage age, the world-wide of artistic creation is perpetually evolving and adaptin..."
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Baccarat Game Rules
0
792
1367
2022-09-17T09:11:16Z
JaninaHibbins94
30665108
Created page with "If you’re looking for casino-free of charge play opportunities, there are plenty of leading internet sites to pick from. Be confident to verify out our casino web-sites with..."
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Baccarat Hotel Residences Parking
0
793
1368
2022-09-17T10:53:09Z
JaninaHibbins94
30665108
Created page with "A lovely set of 24 crystal [http://devinyihp009.wpsuo.com/right-here-some-basics-of-baccarat-game-at-casino-on-line baccarat perfume] Talleyrand glasses with a crystal Baccara..."
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Buildinfo.ini
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===Japan===
===North America===
===Europe===
<pre>
Current Changelist = CL 319042
Build Date = Feb 14 2013 - 13:06
</pre>
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Enjoy A Weekend Away On A Hassle Free Family Reunion
0
789
1364
2022-09-11T00:52:55Z
SuzanneAshburn
30668199
Created page with "<br> In the ending, Danny finally escapes and is free out of C.R.U.S.H's mind. He is admitted to a psychological establishment for it, where he consults a mad scientist, Dr. R..."
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<br> In the ending, Danny finally escapes and is free out of C.R.U.S.H's mind. He is admitted to a psychological establishment for it, where he consults a mad scientist, Dr. Reubens, who treats Danny together with his Cognitive Regression Utilizing pSychiatric Heuristics (C.R.U.S.H.) gadget, which has a sentient female persona. Its protagonist is Danny, a young man affected by insomnia, who uses an experimental machine to discover his thoughts and discover the cause of his sleeplessness. Danny starts recounting key moments in his life that may have contributed to his insomnia: Moving into his first house and his suffering job as a chef in town, his love life some few years ago on the seaside with a girl named Tina (which sadly ended in him being jilted), and the time he went to a local funfair alone as a younger boy, where he ended up assaulted by a gaggle of thugs. I really like computer systems a lot that I never get rid of them. The total value can get as excessive as $3,700 if you're very fortunate. A slightly small target, but it would have been an insane accomplishment to me in high school.<br><br><br><br> High No. of Sales: Top ranking means elevated visibility, it enhance no. of gross gross sales and leads to your webpage and business. Are you able to establish a few of the NFL's top players by the place they play? F3. Then, use top and other process monitoring tools to seek out the process IDs of the defective processes. After taking images, you should use the stylus to add your personal private touch to photos. Crushing can join and merge platforms on the identical visual aircraft in the 3D view however separated by a big distance, creating pathways across the extent within the 2D view. Crush's main gameplay function entails manipulating every recreation stage between 3D and 2D views, permitting the participant to succeed in platforms and areas inaccessible from within a different view. The participant's purpose in every stage is to gather marbles, which give the participant factors based on their color. Escher, requires the player to regulate Danny as he collects his "misplaced marbles" and other ideas. With the help of his best good friend and protégé, Danny (who recurrently corrects Doc all through the sport), he enters his thoughts as his topic to C.R.U.S.H., but after just a few tests, [https://ruayclub.com/ ib888] Danny is trapped inside C.R.U.S.H., where he can [https://www.google.com/search?q=acquire&btnI=lucky acquire] his misplaced marbles (which is able to unlock new dressing gowns/gown designs) and facing his fears in the form of monsters (i.e. cockroaches, slugs).<br><br><br><br> The system's helmet locations Danny below hypnosis, throughout which he can regain management of his sanity by accumulating his lost marbles, and going through his primal fears within the type of monsters (i.e. cockroaches, blockwalkers, slugs). Doc, calming Danny down, explains how this "subconscious" is not likely his, but old knowledge, and all of a sudden Danny turns into shocked when he realizes he took the place of someone who underwent remedy with C.R.U.S.H. Reubens is disgusted that his therapy was a whole waste and that Danny ruined his machine due to such a petty difficulty, however tells him he's cured. When Danny returns to the lab a fourth time after none of these show to be the case, Dr. Reubens snaps at Danny for carrying out his machine additional, and regresses Danny all of the approach to his childhood, when he was solely six years previous, towards Danny's personal will. In a sudden plot twist, it seems that they were not in the true world in any respect, however all the degrees throughout the sport are outdoors Doc's lab.<br><br><br><br> Crush comprises ten levels in each of the four areas, all based on an occasion in Danny's past. The primary gameplay characteristic of Crush is the flexibility to transpose the layout of a level between 2D and 3D representations to succeed in seemingly inaccessible areas and resolve the sport's puzzles. Though Crush gained a number of gaming awards, together with PSP game of the month, it failed to satisfy the developer's gross sales expectations. But increasingly more banks make it worth your while by providing new prospects a bonus once they open an account and meet sure necessities. Still, it's best to be capable of open at least one (two for a couple!), and that’s a further $5,000/$10,000 at 5%! Open! That was fun. Take the time to ensure the posts come from the verified Cash App accounts solely. Also comply with the steps given above to install apk money app money generator without human verification. Wells Fargo Cash Wise Visa® card: You’ll earn unlimited 1.5% money rewards on purchases and a $a hundred and fifty intro bonus after spending $500 in the first three months, plus no annual payment.<br>
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Luigi's Big Adventure
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2019-11-11T17:58:55Z
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{{Hack
|title = Luigi's Big Adventure
|image = [[Image:LBA-screenshot1.png|center|300px]]
|icon =
|game = LBA, Beta Rebirth
|creator = Team LBA<br>(AbsoluteG, Cyber, Catley)
|gameid = GLME01
|released = TBA
|region = NTSC-U
|version = v4.60
|system = Nintendo GameCube
}}
'''Luigi's Big Adventure''' (also known as '''LBA''') is a Luigi's Mansion hack started approximately in late September 2015 from a user named '''AbsoluteGambit'''. Others also part of Team LBA are '''Catley''' and '''CyberTanuki''' also helping out.
{{clear}}
==Plot/Goal==
The projects main goal is to restore the original E3 2001 prototype of '''Luigi's Mansion''' for everyone to play with to relive the experience.
The first part being the restoration called "Beta Revival" is basically the E3 2001 demo recreated and the second part "Luigi's Big Adventure" being the same as the E3 2001 revival except there is no time limit and all the rooms that were locked away in the E3 2001 demo were now shown in all it's glory.
{{clear}}
==Gallery==
{{main-gallery}}
<gallery>
LBA-screenshot16.png|Basher scaring Luigi
LBA-screenshot17.png|Orange Punchers in Boneyard
LBA-screenshot11.png|Boos in Washroom
</gallery>
[[Category:GameCube Hack]]
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Luigi's Mansion
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{{Game
|title = Luigi's Mansion
|image = [[Image:Lm-title.png|center|300px]]
|icon = [[Image:Lm-JAPbanner.png|left]][[Image:Lm-banner.png|left]]
|game = LUIGI'S MANSION <br />ルイージマンション
|developer = Nintendo EAD
|gameid = GLMJ01 - Japan<br/>GLME01 - USA<br/>GLMP01 - Europe/Australia
|released =
JAP: September 14, 2001 <br />USA: November 18, 2001<br />EUR: May 3, 2002<br />AUS: May 17, 2002
|versions = v1.0, v1.1 (Europe)
|isoromsize = JAP: 118.09 MB<br />USA: 188.63 MB<br />EUR:<br />
|system = Nintendo GameCube
|projectid = project1
}}
'''Luigi's Mansion''' is an action-adventure game developed by Nintendo, released in 2001 as a launch title for the Nintendo Gamecube. Luigi won a haunted mansion and Mario's trapped inside. You have to find an rescue him.
{{clear}}
{{LM GCN}}
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Luigi's Mansion:Docs
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==Cutscenes==
{{subpage|Events List|text=For which in-game cutscene ticks for which clock!|}}
{{subpage|ADemo List|text=Luigi entering the parlous mansion.|}}
{{subpage|Dialog Colors|text=Red, Green, Blue...|}}
{{subpage|Textbox Colors|text=Hey, Luigi!|}}
{{subpage|Event Script Tags|text=Lights, Camera, Action!}}
{{subpage|WINDOW Values|text=1, 2, 3...}}
==Models==
{{subpage|Model Archive List|text=|}}
{{subpage|Model Formats|text=|}}
{{subpage|Map Models List|text=|}}
==Archive==
{{subpage|RARC|text=|}}
{{subpage|SZP (yay0 Compression)|text=|}}
==Audio==
{{subpage|Background Music List|text=|}}
{{subpage|Instrument Values|text=|}}
{{subpage|Sound / Music Formats|text=|}}
==Image Formats==
{{subpage|BTI (File Format)|text=Image file format.|}}
==Misc==
{{subpage|Flag Doc|text=This controls the games stuff.}}
{{subpage|DOL (File Format)|text=The ''scary'' stuff.}}
{{subpage|DOL (Information)|text=Nice.}}
{{subpage|Skybox List|text=From a beautiful night sky to '''hell'''.}}
{{subpage|H4M (File Format)|text=It's a movie format...}}
{{subpage|BFN (File Format)|text=Fonts... that's pretty much it.}}
{{subpage|Params|text=Ghost params and etc...}}
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Luigi's Mansion:Docs/.bfn
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#REDIRECT [[Luigi's Mansion:Docs/BFN (Font File Format)]]
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Luigi's Mansion:Docs/.h4m
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Luigim1 moved page [[Luigi's Mansion:Docs/.h4m]] to [[Luigi's Mansion:Docs/H4M (File Format)]]
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#REDIRECT [[Luigi's Mansion:Docs/H4M (File Format)]]
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Luigi's Mansion:Docs/ADemo List
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These are the only time when motion capture animation is utilized.
===Door===
{| class="wikitable"
|-
! Animation
! Twin Doors
! Single Doors
|-
| codemo'''##'''.szp
| Opening the left door
| Opening with the door handle on the right
|-
| nodemo'''##'''.szp
| Opening the right door
| Opening with the door handle on the left
|-
| oodemo'''##'''.szp
| Unlocking the left door
| Unlocking with the door handle on the right
|-
| hodemo'''##'''.szp
| Unlocking the right door
| Unlocking with the door handle on the left
|-
| colspan=4 {{unknown|Replace '''##''' with the door model ID to get the animation for the specific door.}}
|-
|}
===E. Gadd on the Game Boy Horror===
{| class="wikitable"
|-
! Animation
! Action
|-
| gbdemo01.szp
| E. Gadd unable to see.
|-
| gbdemo02.szp
| E. Gadd getting up so he can see.
|-
| gbdemo03.szp
| E. Gadd explaining while moving his hands.
|-
| gbdemo04.szp
| E. Gadd talking without moving his hands.
|-
| gbdemo05.szp
| E. Gadd punching left and right.
|-
| gbdemo06.szp
| E. Gadd punching up.
|-
| gbdemo07.szp
| E. Gadd getting ready to punch.
|-
| colspan=4 {{unknown|These are used when E. Gadd explains something in a cutscene.}}
|-
|}
===Intro cutscene===
{| class="wikitable"
|-
! Animation
! Scene
|-
| opwf.szp
| Luigi walking in the forest.
|-
| oppm.szp
| Luigi pointing on his map.
|-
| opeg.szp
| Luigi is past the gate and walking.
|-
| opcn.szp
| Two crows.
|-
| opsu.szp
| Luigi walking on the mansion steps.
|-
| opdn.szp
| Luigi's view while approaching the door.
|-
| opod.szp
| Luigi opening the mansion door and turns on his flashlight.
|-
| colspan=4 {{unknown|Used when playing on a new save file.}}
|-
|}
===Entering the mansion===
{| class="wikitable"
|-
! Animation
! Scene
|-
| dotb.szp
| Mansion with lightning flashing.
|-
| dodb.szp
| The rest of the scene, including E. Gadd waving<br /> and Luigi approaching the mansion.
|-
| colspan=4 {{unknown|Used when going on a used save file.}}
|-
|}
===E. Gadd ADemo Sequence Doc===
===Miscellaneous===
{| class="wikitable"
|-
! Animation
! Scene
|-
| gameboy.szp
| Luigi using the GBH, then it zooms in on the screen.
|-
| colspan=4 {{unknown|Used when viewing the map.}}
|-
|}
<pre>
ADemo Doc
luigim1
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codemo02.szp
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codemo05.szp
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codemo10.szp
codemo11.szp
codemo12.szp
codemo13.szp
codemo14.szp
dodb.szp
dotb.szp
gameboy.szp
gbdemo01.szp
gbdemo02.szp
gbdemo03.szp
gbdemo04.szp
gbdemo05.szp
gbdemo06.szp
gbdemo07.szp
hodemo01.szp
hodemo02.szp
hodemo03.szp
hodemo04.szp
hodemo05.szp
hodemo06.szp
hodemo07.szp
hodemo08.szp
hodemo09.szp
hodemo10.szp
hodemo11.szp
hodemo12.szp
hodemo13.szp
hodemo14.szp
nodemo01.szp
nodemo02.szp
nodemo03.szp
nodemo04.szp
nodemo05.szp
nodemo06.szp
nodemo07.szp
nodemo08.szp
nodemo09.szp
nodemo10.szp
nodemo11.szp
nodemo12.szp
nodemo13.szp
nodemo14.szp
oodemo01.szp
oodemo02.szp
oodemo03.szp
oodemo04.szp
oodemo05.szp
oodemo06.szp
oodemo07.szp
oodemo08.szp
oodemo09.szp
oodemo10.szp
oodemo11.szp
oodemo12.szp
oodemo13.szp
oodemo14.szp
opcn.szp
opdn.szp
opeg.szp
opod.szp
oppm.szp
opsu.szp
opwf.szp</pre>
[[Category:Under Construction]]
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Luigi's Mansion:Docs/BFN (File Format)
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==Summary==
'''BFN files can be fully edited. It can be extracted and (custom) imported.'''
In Luigi Mansion, BFN files are used as the GameCubes font data.
===Tutorial===
Sometimes, you may find BFN files in unexpected places, such as the executable '''DOL'''. This tutorial will help you edit BFN files without converting it.
You will need the following tools:
* [https://www.romhacking.net/utilities/818/ Crystal Tile 2]
* An image editing software
'''Step 1:'''
==Format Information==
'''BFN''' is a format that defines font data for many GameCube games. It contains the image, character mapping, and width data for each glyph in the font. A single character in the font is rendered by looking up the input ''character'' in the font's mapping to convert it to a ''code'', which is then assigned a ''glyph''. Each glyph is given a width, texture, and other information necessary for rendering.
The format closely resembles the [https://en.wikipedia.org/wiki/Interchange_File_Format IFF] format and are made up of any number of ''blocks''. These are each identified by a unique [https://en.wikipedia.org/wiki/FourCC FOURCC] identifier, followed by a size. This allows unknown blocks to be safely skipped. The block types specified by BFN are INF1, MAP1, GLY1, and WID1. Any number of these blocks may be specified, each affecting only a specific range of characters or codes. A BFN file may have more than one INF1 block—in that case, only the last one is used.
=== Header ===
The FONT block contains information about the containing BFN file, not necessarily the font itself. Being the header, it must be the first, outermost block at the beginning of the file.
{| class="wikitable"
|-
! Start !! Length !! Description
|-
| 0x00 || 4 || FOURCC identifier for the block ('FONT').
|-
| 0x04 || 4 || FOURCC identifier for the version ('bfn1').
|-
| 0x08 || 4 || Total size of the file, in bytes.
|-
| 0x0C || 4 || Total number of blocks in the file, including the INF1 block. The header is not included in this count.
|-
| 0x10 || 16 || Padding bytes.
|}
=== INF1 ===
This block contains global information about the font as a whole. It specifies the base properties, such as ascent, descent, leading, and width. The height is assumed to be (ascent + descent).
{| class="wikitable"
|-
! Start !! Length !! Description
|-
| 0x00 || 4 || FOURCC identifier for the block ('INF1').
|-
| 0x04 || 4 || Total size of the block, in bytes, including padding.
|-
| 0x08 || 2 || Font encoding type (see below). This value is needed to properly read and decode any text rendered by this font.
|-
| 0x0A || 2 || Ascent of the font, in screen units. This is how far above the baseline the top edge of the glyphs will reach.
|-
| 0x0C || 2 || Descent of the font, in screen units. This is how far below the baseline the bottom edge of the glyphs will reach.
|-
| 0x0E || 2 || Width of a character in the font, in screen units. This will be used as the base width of the font for scaling calculations at run time. It is also used as the width for all characters if the font is rendered in monospace.
|-
| 0x10 || 2 || Leading (also known as line-height) of the font, in screen units.
|-
| 0x12 || 2 || Replacement code (not character). The game will substitute unmapped characters with this code. It is assumed this code will have a valid glyph assigned to it.
|-
| 0x14 || 4 || Unknown (always zero, never referenced).
|-
| 0x18 || 8 || Padding bytes.
|}
==== Encodings ====
There are three encoding types specified in BFN files, ranging from zero to two:
{| class="wikitable
|-
! Type !! Description
|-
| 0 || Single-byte (8‑bit) encoding, allowing characters in the 0-255 range. This tends to be 1:1 with [https://en.wikipedia.org/wiki/Windows-1252 CP‑1252].
|-
| 1 || Two-byte (16‑bit) encoding, allowing all characters in the 0-65535 range.
|-
| 2 || Multi‑byte (8‑bit or 16‑bit) [https://en.wikipedia.org/wiki/Shift_JIS S‑JIS] encoding, allowing characters in the 0x00‑0x7F and 0x8000‑0xFFFF ranges.
|}
=== GLY1 ===
This block contains one or more texture atlases (or sheets), divided up into several rows and columns. Each cell is assigned a glyph (via its code). Each cell is a fixed size specified by the block's header.
{| class="wikitable"
|-
! Start !! Length !! Description
|-
| 0x00 || 4 || FOURCC identifier for the block ('GLY1').
|-
| 0x04 || 4 || Total size of the block, in bytes, including padding.
|-
| 0x08 || 2 || First code (not character) in the range of codes that this GLY1 block textures (inclusive).
|-
| 0x0A || 2 || Last code (not character) in the range of codes that this GLY1 block textures (inclusive).
|-
| 0x0C || 2 || Width of each cell, in texels. All cells in each of the texture sheets share this width.
|-
| 0x0E || 2 || Height of each cell, in texels. All cells in each of the texture sheets share this height.
|-
| 0x10 || 4 || Total size, in bytes, of a single texture sheet, including padding.
|-
| 0x14 || 2 || Texture format for each texture sheet. Uses the same values as GX. Paletted/indexed formats are not valid.
|-
| 0x16 || 2 || The number of rows in each texture sheet. Rows begin from the left edge of the sheet.
|-
| 0x18 || 2 || The number of columns in each texture sheet. Columns begin from the top edge of the sheet.
|-
| 0x1A || 2 || Width of each texture sheet, in texels. It is not mandatory to be a multiple of the cell width.
|-
| 0x1C || 2 || Height of each texture sheet, in texels. It is not mandatory to be a multiple of the cell height.
|-
| 0x1E || 2 || Padding bytes.
|}
==== Data ====
Each texture sheet is laid out in its raw image data according to the format and dimensions specified in the header. The first sheet is directly after the header, and each following sheet is ''sheet size'' bytes after the previous.
A code will be assigned a glyph linearly across the range specified in the block header. To calculate the total number of sheets, use a formula similar to the following:
''sheet count'' = (''last code'' - ''first code'') ÷ (''row count'' × ''column count'') + 1
=== MAP1 ===
This block contains a code mapping for a specified range of characters. The characters in this range will be mapped to codes using one of the various mapping methods, specified in the header. This code will be used to index the character in the GLY1 and WID1 blocks.
{| class="wikitable"
|-
! Start !! Length !! Description
|-
| 0x00 || 4 || FOURCC identifier for the block ('MAP1').
|-
| 0x04 || 4 || Total size of the block, in bytes, including padding.
|-
| 0x08 || 2 || Specifies which of the various mapping methods to use for this range of characters (see below).
|-
| 0x0A || 2 || First character (not code) in the range of characters mapped by this block (inclusive).
|-
| 0x0C || 2 || Last character (not code) in the range of characters mapped by the block (inclusive).
|-
| 0x0E || 2 || Specifies how many mapping entries there are directly following this field. The size and meaning of each entry depends on the mapping type (see below).
|}
==== Mapping ====
Characters can be mapped in one of several different ways. The method used is specified in the header. There are four possible values, ranging from zero to three:
{| class="wikitable"
|-
! Type !! Description
|-
| 0 || The characters are mapped to codes linearly as their index into the character range specified in the header. For example, a range of 32-255 would map the character 65 (ASCII for capital 'A') as the code 33. The ''entry count'' field is ignored and should be 0.
|-
| 1 || Maps the basic set of S-JIS kanji characters linearly, starting at a base code. The ''entry count'' field should be either zero or one. If there is one entry, it overrides the base code value for the conversion (otherwise, a constant of 796 is used). Should be used only for the character range 0x889F - 0x9872 (亜 - 腕). See below for the specific formula.
|-
| 2 || The characters are table mapped. An array of ''entry count'' 16‑bit codes follows the header. The input character's index into the character range is used as the index into this array, where the value in this array at that index is used as the character's code.
|-
| 3 || The characters are map mapped. Two interlaced arrays of ''entry count'' 16‑bit codes follow the header. The first array is searched until a value matching the input character is found. Once found, that index is used to get the value out of the second array, which is then used as the final mapped code.
|}
For mapping type 1, the formula is designed to map each of the 32, 94‑kanji blocks from 0x889F - 0x9872 to a linear range of codes, starting at a base code value (defaulting to 796). The formula is the following:
<ol style="list-style-type: none;">
<li>''lead byte'' = ((''character'' >> 8) & 255)</li>
<li>''trail byte'' = ((''character'' >> 0) & 255)</li>
<li>''index'' = (''trail byte'' - 64)</li>
<li>if ''index'' >= 64 --''index''</li>
<li>''mapped code'' = ''base code'' + ''index'' + ((''lead byte'' - 136) × 188 - 94)</li>
</ol>
If the character fails to be mapped by any of the above methods, the ''invalid code'' field from the INF1 block is used as a substitute.
=== WID1 ===
This block contains the horizontal-spacing information of a specific range of codes. It assigns glyphs kerning and widths used for spacing and rendering the glyph.
{| class="wikitable"
|-
! Start !! Length !! Description
|-
| 0x00 || 4 || FOURCC identifier for the block ('WID1').
|-
| 0x04 || 4 || Total size of the block, in bytes, including padding.
|-
| 0x08 || 2 || First code (not character) of the range of codes spaced by this block (inclusive).
|-
| 0x0A || 2 || Last code (not character) of the range of codes spaced by this block (inclusive).
|}
==== Data ====
Directly following the ''last code'' field in the header is the width array. The number of elements is assumed to be ''last code'' - ''first code''. Each element is 16 bits, split into two 8-bit fields.
{| class="wikitable"
|-
! Start !! Length !! Description
|-
| 0x00 || 1 || Specifies the kerning of the glyph, in screen units. This is how far to the left of the cursor the glyph will render. This value is ignored after spaces, newlines, and certain control codes.
|-
| 0x01 || 1 || Specifies the width of the glyph, in screen units. This is how far to the right the cursor should advance after printing this glyph's character.
|}
{{source|https://wiki.cloudmodding.com/tww/BFN}}
[[Category:File Format]]
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Luigi's Mansion:Docs/BFN (Font File Format)
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#REDIRECT [[Luigi's Mansion:Docs/BFN (File Format)]]
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Luigi's Mansion:Docs/BTI (File Format)
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Created page with "==Summary== '''RARC files can be completely edited. It can be extracted and imported.''' In Luigi Mansion , MDL model files are used for character models, such as Luigi, E. G..."
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==Summary==
'''RARC files can be completely edited. It can be extracted and imported.'''
In Luigi Mansion , MDL model files are used for character models, such as Luigi, E. Gadd, and the ghosts.
'''RARC''' files are archive files used in some [[Wii]] and [[GameCube]] games, such as Super Mario Galaxy 1 & 2. The directories is always stored inside a root node. Compared to [[U8]], this root node is always named.
== File Format ==
=== Header ===
The file starts with a header that is 0x20 bytes long:
{| class="wikitable"
|-
! Offset !! Type !! Description
|-
| 0x00 || String || '''File magic'''. Always ''RARC'' in ASCII.
|-
| 0x04 || UInt32 || Length of '''the file''' in bytes.
|-
| 0x08 || UInt32 || Length of '''this header''' in bytes. Always 0x20.
|-
| 0x0C || UInt32 || '''Offset''' to the file data. Relative to the end of this header.
|-
| 0x10 || UInt32 || Length of the '''file data'''.
|-
| 0x14 || UInt32 || {{Unknown-left|Length of the '''file data''' again? Always the same as the previous value.}}
|-
| 0x18 || UInt32 || {{Unknown-left|'''Unknown'''. Seems to always be 0.}}
|-
| 0x1C || UInt32 || {{Unknown-left|'''Unknown'''. Seems to always be 0.}}
|}
=== Info Block ===
Directly after the header comes the info block. It is a 0x20 bytes structure as follows:
{| class="wikitable"
|-
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Number of [[#Node|nodes]].
|-
| 0x04 || UInt32 || '''Offset''' to the first [[#Node|node]]. Relative to the start of this block.
|-
| 0x08 || UInt32 || The total number of '''[[#Directory|directories]] including all entries'''.
|-
| 0x0C || UInt32 || '''Offset''' to the first directory. Relative to the start of this block.
|-
| 0x10 || UInt32 || Length of the whole [[#String Table|string table]].
|-
| 0x14 || UInt32 || '''Offset''' to [[#String Table|string table]]. Relative to the start of this block.
|-
| 0x18 || UInt16 || The number of '''[[#Directory|directories]] that are files'''.
|-
| 0x1A || UInt16 || {{Unknown-left|'''Unknown'''. Seems to always be 0.}}
|-
| 0x1C || UInt32 || {{Unknown-left|'''Unknown'''. Seems to always be 0.}}
|}
=== Node ===
A node represents a folder. There is a root folder which links to other files and folders. Each node is a 0x10 bytes structure.
{| class="wikitable"
|-
! Offset !! Type !! Description
|-
| 0x00 || String || Some kind of '''identifier'''. The root has ''ROOT'', other nodes have their first 4 characters of the name in upper case. If the length of the node's name is less than 4, then the rest of this string is padded with spaces.
|-
| 0x04 || UInt32 || '''Offset to a string''' into the [[#String Table|string table]]. Relative to the start of the [[#String Table|string table]].
|-
| 0x08 || UInt16 || '''[[#Hash|Hash]]''' of the string.
|-
| 0x0A || UInt16 || '''Number of [[#Directory|directories]]''' in this folder.
|-
| 0x0C || UInt32 || The index of the first [[#Directory|directory]].
|}
=== Directory ===
A directory can either be a file or a folder. If it's a folder, then it refers to a [[#Node|node]]. Each entry is a 0x14 bytes structure.
{| class="wikitable"
|-
! Offset !! Type !! Description
|-
| 0x00 || UInt16 || '''Index of this directory'''. 0xFFFF if it's a folder.
|-
| 0x02 || UInt16 || '''[[#Hash|Hash]]''' of the string.
|-
| 0x04 || UInt16 || {{Unknown-left|Type? Always 0x200 for folders and 0x1100 for files.}}
|-
| 0x06 || UInt16 || '''Offset to a string''' into the [[#String Table|string table]]. Relative to the start of the [[#String Table|string table]].
|-
| 0x08 || UInt32 || '''File:''' Offset to file data.<br>'''Folder:''' Index of the [[#Node|node]] that represente this folder.
|-
| 0x0C || UInt32 || '''Length of the file data''' in bytes. Unused if this is a folder.
|-
| 0x10 || UInt32 || {{Unknown-left|'''Unknown'''. Seems to always be 0.}}
|}
=== String Table ===
The string table consist of null-termined strings. The offset and length of this string table is stored in the [[#Info Block|info block]].
=== Hash ===
In all [[#Directory|directory]] and [[#Node|node]] there is a hash of the name stored. To calculate the hash you need to loop through each character. Start with the hash as 0. For each character you multiply the hash by 3 and then add the character's value to the hash.
=== C# Example ===
<pre>
public static UInt16 CalculateHash(string Name)
{
UInt16 Hash = 0;
for (int i = 0; i < Name.Length; i++)
{
Hash *= 3;
Hash += Encoding.ASCII.GetBytes(new char[1] { Name[i] })[0];
}
return Hash;
}
</pre>
=== Tools ===
The following tools can handle RARC files:<br>
* [https://www.romhacking.net/utilities/1024/ Lunaboy's RARC Tools], by [https://www.romhacking.net/community/2854/ Lunaboy]
* [http://www.wiibrew.org/wiki/ARCTool ARCTool], by [http://www.wiibrew.org/wiki/User:Tpw_rules Tpw_rules]
* [http://florian.nouwt.com/wiki/index.php/Every_File_Explorer Every File Explorer], by [[Gericom]] (not editable)
* [[Wiimms SZS Tools]], by [[Wiimm]]
* [[Wexos's Toolbox]], by [[Wexos]]
[[Category:File Format/Other]]
[[Category:Under Construction]]
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Luigi's Mansion:Docs/DOL (File Format)
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==Summary==
'''DOL files can be edited only through a hex editor. It can be extracted and imported.'''
In Luigi Mansion, the DOL is the executable of the game, containing compiled code the GameCube can use.
==Format Information==
The '''DOL''' format is the name given to a section of Wii and [[Nintendo GameCube|GameCube]] disc partitions. This section represents an object file. It contains compiled [[Assembly Code|code]] for the game or program on the disc as well as the data needed by that code. The discs do not explicitly contain a file with the DOL format in the file system, but by convention some disc viewers/editors may list the file as '''main.dol''', or '''start.dol''', or'''boot.dol''', or similar, which contains the DOL section of the disc. This article documents the generic DOL format, information about Luigi's Mansion's DOL can be found at [[Luigi's_Mansion:Docs/DOL_(Information)|DOL (Information)]].
===File Format ===
Like many object formats, DOLs are divided into sections, grouped by like access. For example, executable code may be placed in one section, read only data in another, etc. The file begins with a header and then is directly followed by the section data. The format does not support relocation or symbol information and so DOLs are much simpler and much less flexible than most common object formats such as ELF or PE (.exe).
=== Header ===
The file begins with a header of 0x100 bytes. The header allows for a maximum of 18 sections with contents. The first 7 sections can contain executable code and the remaining 11 sections can only contain data. The header also allows for a zero initialized (<code>bss</code>) range. This range can overlap the 18 sections, with the sections taking priority. DOL files on Wii and [[Nintendo GameCube|GameCube]] should only affect address in the range <code>0x80004000</code> to <code>0x81200000</code>. Addresses outside this range are reserved for the operating system and the loader.
{| class="wikitable"
|+ DOL file header
|-
! Offset
! Size
! Description
|-
| 0x000
| 4 × 18
| '''Section offsets''' indicate where each section's data begins relative to the start of this header. '''0''' for unused sections.
|-
| 0x048
| 4 × 18
| '''Section address''' indicates where each section should be copied to by the loader as a virtual memory address. '''0''' for unused sections.
|-
| 0x090
| 4 × 18
| '''Section lengths''' indicate the size in bytes of each section. '''0''' for unused sections.
|-
| 0x0d8
| 4
| '''bss address''' indicates the start of the zero initialised (<code>bss</code>) range.
|-
| 0x0dc
| 4
| '''bss length''' indicates the size in bytes of the zero initialised (<code>bss</code>) range.
|-
| 0x0e0
| 4
| '''Entry point''' indicates the virtual memory address of a function to run after the DOL has been loaded in order to start the program. This function should not return.
|-
| 0x0e4
| 0x1c
| {{unknown|Padding.}}
|-
| 0x100
| colspan=3 {{unknown|'''End of header'''. Start of section data.}}
|}
[[Category:File Format/Other]]
{{source|[http://wiki.tockdom.com/wiki/DOL_(File_Format) Custom Mario Kart Wiiki]}}
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Luigi's Mansion:Docs/DOL (Information)
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===Summary===
In Luigi Mansion, the game uses the '''DOL''' as the executable. This document is for organizing sections of data in each of the executable.
====Game File Information====
This is a custom GameCube program file format, which is directly booted by GameCubes' BIOS (to be exact, by the apploader on retail discs. a different apploader could well load a binary in whatever different format.).
{| class="wikitable"
|-
! Start
! End
! Size
! Description
|-
| 0x0000 || 0x001B ||||Text[0..6] sections File Positions
|-
| 0x001C || 0x0047 ||||Data[0..10] sections File Positions
|-
| 0x0048 || 0x0063 ||||Text[0..6] sections Mem Address
|-
| 0x0064 || 0x008F ||||Data[0..10] sections Mem Address
|-
| 0x0090 || 0x00AB ||||Text[0..6] sections Sizes
|-
| 0x00AC || 0x00D7 ||||Data[0..10] sections Sizes
|-
| 0x00D8 ||||0x04||BSS Mem address
|-
| 0x00DC ||||0x04||BSS Size
|-
| 0x00E0 ||||0x04||Entry point
|-
| 0x00e4 ||||0x1c||Unused
|-
| 0x0100 ||||||Start of sections data (body)
|-
|}
{{source|https://www.gc-forever.com/yagcd/chap14.html#sec14.2|Reference}}
===Executable Data===
====NTSC-U Header====
{| class="wikitable"
|-
! Name
! Offset
! Length (Dec)
|-
| TEXT[0] || 0x100 || 9152
|-
| TEXT[1] || 0x24c0 || 2122592
|-
| colspan=4 {{unknown|}}
|-
| DATA[0] || 0x208820 || 384
|-
| DATA[1] || 0x2089a0 || 288
|-
| DATA[2] || 0x208ac0 || 800
|-
| DATA[3] || 0x208de0 || 32
|-
| DATA[4] || 0x208e00 || 49920
|-
| DATA[5] || 0x215100 || 1566688
|-
| DATA[6] || 0x3938e0 || 32896
|-
| DATA[7] || 0x39b960 || 16576
|-
| colspan=4 {{unknown|}}
|-
| BSS || || 1322893
|-
|}
====PAL (Revision 0) Header====
{| class="wikitable"
|-
! Name
! Offset
! Length (Dec)
|-
| TEXT[0] || 0x100 || 9248
|-
| TEXT[1] || 0x2520 || 2142944
|-
| colspan=4 {{unknown|}}
|-
| DATA[0] || 0x20d800 || 384
|-
| DATA[1] || 0x20d980 || 288
|-
| DATA[2] || 0x20daa0 || 800
|-
| DATA[3] || 0x20ddc0 || 32
|-
| DATA[4] || 0x20dde0 || 50272
|-
| DATA[5] || 0x21a240 || 1485888
|-
| DATA[6] || 0x384e80 || 32896
|-
| DATA[7] || 0x38cf00 || 16672
|-
| colspan=4 {{unknown|}}
|-
| BSS || || 1306925
|-
|}
===Raw Documents===
====NTSC-U====
<pre>
start.dol NTSC-U Header
luigim1
Size: 3799808
DOL IMAGE HEADER :
=TEXT=
TEXT[0] at Offset 0x100, length 9152 -> VA 0x80031000
TEXT[1] at offset 0x24c0, length 2122592 -> VA 0x80005760
=DATA=
DATA[0] segment at offset 0x208820, length 384 -> VA 0x800054c0
DATA[1] segment at offset 0x2089a0, length 288 -> VA 0x80005640
DATA[2] segment at offset 0x208ac0, length 800 -> VA 0x8020bac0
DATA[3] segment at offset 0x208de0, length 32 -> VA 0x8020bde0
DATA[4] segment at offset 0x208e00, length 49920 -> VA 0x8020be00
DATA[5] segment at offset 0x215100, length 1566688 -> VA 0x80218100
DATA[6] segment at offset 0x3938e0, length 32896 -> VA 0x804cff60
DATA[7] segment at offset 0x39b960, length 16576 -> VA 0x804d9880
=MISC=
BSS segment length 1322893 -> VA 0x803968e0
Entry point --> 0x80003100
</pre>
====PAL (Revision 0)====
<pre>
start.dol PAL Header
luigim1
Size: 3739680
DOL IMAGE HEADER :
=TEXT=
TEXT[0] at offset 0x100, length 9248 -> VA 0x80003100
TEXT[1] at offset 0x2520, length 2142944 -> VA 0x800057c0
=DATA=
DATA[0] segment at offset 0x20d800, length 384 -> VA 0x80005520
DATA[1] segment at offset 0x20d980, length 288 -> VA 0x800056a0
DATA[2] segment at offset 0x20daa0, length 800 -> VA 0x80210aa0
DATA[3] segment at offset 0x20ddc0, length 32 -> VA 0x80210dc0
DATA[4] segment at offset 0x20dde0, length 50272 -> VA 0x80210de0
DATA[5] segment at offset 0x21a240, length 1485888 -> VA 0x8021d240
DATA[6] segment at offset 0x384e80, length 32896 -> VA 0x804bd620
DATA[7] segment at offset 0x38cf00, length 16672 -> VA 0x804c6fc0
=MISC=
BSS segment length 1306925 -> VA 0x80387e80
Entry point --> 0x80003100
</pre>
jamdttgi004ap2wieatf7nzm9g8mw4y
Luigi's Mansion:Docs/Dialog Colors
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2019-11-04T17:50:04Z
Luigim1
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text/x-wiki
'''Luigi's Mansion: Dialog Text Color Doc:<br />'''
TheHappyFaceKing<br />
luigim1<br />
Waschpenner<br />
===Dialog Text Color Values===
{| class="wikitable"
|-
! Value
! Color
|-
| <center>'''(0)'''</center> ||style="background: #FFF;"|<center><span style="color:#000">'''White''' </span></center>
|-
| <center>'''(1)'''</center> ||style="background: #5aff67;"|<center><span style="color:#000"> '''Green''' </span></center>
|-
| <center>'''(2)'''</center> ||style="background: #d14949;"|<center><span style="color:#FFF"> '''Red''' </span></center>
|-
| <center>'''(3)'''</center> ||style="background: #ffb45a;"|<center><span style="color:#000"> '''Orange''' </span></center>
|-
| <center>'''(4)'''</center> ||style="background: #000;"|<center><span style="color:#FFF"> '''Black''' </span></center>
|-
| <center>'''(5)'''</center> ||style="background: #1979e6;"|<center><span style="color:#FFF"> '''Blue''' </span></center>
|-
| <center>'''(6)'''</center> ||style="background: #1de2da;"|<center><span style="color:#000"> '''Sky Blue''' </span></center>
|-
| <center>'''(7)'''</center> ||style="background: #f4f459;"|<center><span style="color:#000"> '''Yellow''' </span></center>
|}
===Syntax===
In the CSV, you should use it like this:
<pre>
Wait... you mean <COLOR>(3)Mario<COLOR>(0)
is missing? Mama mia!
</pre>
rqa6j0g59sfrv9c3o84tpw7zdy3fnnx
Luigi's Mansion:Docs/Event Script Tags
0
151
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Luigim1
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There are 128 event script tags to be used in creating an [[Luigi's Mansion:Tutorials/Events|event]] in Luigi's Mansion.<br />This list shows the name of the tag, the proper syntax, and what the tag does in execution.
===Event Tag List===
{| class="wikitable"
|-
! Tag
! Syntax
! Effect
|-
| WINDOW || <WINDOW>(x) || [[Luigi's Mansion:Docs/WINDOW Values|Opens a dialogue window.]]
|-
| SAY || <WINDOW>(x)<COLOR>(x)<SAY>(x)|| Displays the rest of the text on the line
|-
| SPEAK || <WINDOW>(x)<COLOR>(x)<SPEAK>(x) || Tells the WINDOW the line number from the text file to display
|-
| COLOR || <COLOR>(x) || Determines the color\icon of WINDOW | Determines color of text in CSV
|-
| CLOSEWINDOW || <CLOSEWINDOW> || Closes the dialogue window
|-
| WAIT || <WAIT>(x) || Delays the event for x frames (30 = 1 second).
|-
| LUIGISTOP || <LUIGISTOP> || Disables input and locks Luigi in place.
|-
| LUIGIFREE || <LUIGIFREE> || Restores input and frees Luigi from the locked state.
|-
| HP || <HP>(x) || Sets HP value to x.
|-
| HPMAX || <HPMAX>(x) || Sets the max HP to x.
|-
| CAMERA || <CAMERA>".cmn" || Loads the camera file in the event folder.
|-
| CAMERAWAIT || <CAMERAWAIT>(x) || Delays the camera for x frames (30 = 1 second)(?)
|-
| FLAGON || <FLAGON>(x) || Enables x flag.
|-
| FLAGOFF || <FLAGOFF>(x) || Disables x flag.
|-
| CHECKFLAG || <CHECKFLAG>(x)"xon""xoff"<br><CASE>"255on"|| Checks state of x flag. If it's on/off, it jumps to this part of the event.
|-
| CASE || <CASE>"case1" || <RAMDOMJMP> jumps to where the 'case' tag chose.
|-
| ACTOR || <ACTOR>"dm_luigi" || Selects an actor ID from the <tt>characterinfo</tt>.
|-
| ACT || <ACTOR>"dm_luigi"<ACT>"AC_PUNCH" || Plays an animation file from the models <tt>key</tt> folder to play.
|-
| LOOK || <LOOK> || Makes Luigi look at another actor in current scene
|-
| PATH || <PATH>"l_tdm1" || Makes an actor travel across the path in the path file
|-
| STOP || <STOP>"dm_luigi" || Stops the actors animtion
|-
| FREE || <FREE>"dm_luigi" ||
|-
| SE || <SE>(x) || Plays a sound effect using x ID.
|-
| LEVSE || <LEVSE>(x) || Plays and loops a sound effect using x ID.
|-
| LEVSTOP || <LEVSTOP>(x) || Stops playing looping sound effect using x ID.
|-
| BGM || <BGM>(x) || Plays a BGM using x ID.
|-
| BGMSTOP || <BGMSTOP> || Stops the background music.
|-
| KEYLOCK || <KEYLOCK>(0) || Locks the door for the room ID.
|-
| KEYUNLOCK || <KEYUNLOCK> || Unlocks the door for the room ID.
|-
| LIGHT || <LIGHT> || Makes Mansion bright.
|-
| WARP || <WARP>(x) || Warps Luigi to a map using x ID.
|-
| POS || <ACTOR>"dm_luigi"<POS>(x)(y)(z) || Moves Luigi to the specified coordinates
|-
| EVENTWAIT || <EVENTWAIT>(255) ||
|-
| ANYKEY || <ANYKEY> || Press any button to continue.
|-
| CHOICE || <CHOICE>"case1"(x)"case2"(x)<LISTEND> || Creates a choice dialogue to choose which case to jump to. The choice text is set by the value of x for the line number in the CSV.
|-
| GCAMERA || <GCAMERA>"cam_file.cmn" || Loads the camera file in the event folder.
|-
| CAMERAEND || <CAMERAEND> || Ends the camera.
|-
| COLON || <COLON> || Enables collision between actors.
|-
| COLOFF || <COLOFF> || Disables collision between actors.
|-
| ALPHA || <ACTOR>"demo_actor"<ALPHA>(255) || Sets transparency of actor. (255 is invisible - 0 is visible.)
|-
| SHADOWON || <SHADOWON> || Enables shadows.
|-
| SHADOWOFF || <SHADOWOFF> || Disables shadows.
|-
| PATHLIGHT || <PATHLIGHT>"cam_tdm2.lig" ||
|-
| GPATHLIGHT || <GPATHLIGHT>"cam_light.lig" ||
|-
| RAMDOMJMP || <RAMDOMJMP>"case1""case2""case3" || Chooses a 'case'.
|-
| BODYON || <BODYON> || Makes the actor visible.
|-
| BODYOFF || <BODYOFF> || Makes the actor invisible.
|-
| CLEARCOUNT || <CLEARCOUNT> || Resets any value with COUNT.
|-
| COUNTUP || <COUNTUP> || Used to increase a value for jumping using <COUNTJMP>.
|-
| COUNTJMP || <COUNTJMP> || It checks how many times that value has been increased using <COUNTUP>, and then jumps to whatever cases you have provided.
|-
| FRAMESTART || <FRAMESTART> || Set the rest of the tags in the event to happen in one frame.
|-
| FRAMEEND || <FRAMEEND> || Stops the <FRAMESTART> tag to effect anything after <FRAMEEND>.
|-
| SETCLEANER || <SETCLEANER>"demo_vhead""demo_vbody" || Selects the vacuum models
|-
| BEAM || <BEAM> ||
|-
| BEAMON || <BEAMON> || Turns the flashlight on
|-
| BEAMOFF || <BEAMOFF> || Turns the flashlight off
|-
| BEAMCUT || <BEAMCUT> ||
|-
| PATHLIGHTEND || <PATHLIGHTEND> ||
|-
| REPLACE || <REPLACE> ||
|-
| EFFECT || <EFFECT> || <EFFECT>"teiden_efe1""ereki_s"
|-
| TITLE || <TITLE> || Warps to the title screen.
|-
| FULLSCREEN || <FULLSCREEN> || Makes HUD elements disappear.
|-
| NORMALSCREEN || <NORMALSCREEN> || Makes HUD elements appear.
|-
| MASKON || <MASKON> || Enables the illumination effect of the selected actor
|-
| MASKOFF || <MASKOFF> || Disables the illumination effect of the selected actor
|-
| WEAPON || <WEAPON> || Equips Luigi with the Poltergust.
|-
| NOWEAPON || <NOWEAPON> || Unequip Luigi with the Poltergust
|-
| LUIGELTON || <LUIGELTON> || Luigi acts as if the room was lit. (Flashlight off)
|-
| LUIGELTOFF || <LUIGELTOFF> || Luigi acts as if the room was dark. (Flashlight on)
|-
| GHOSTTOTAL || <GHOSTTOTAL>(x) || Fetch the amount of ghost's Luigi has gotten and see if it matches with x.
|-
| PDEMO || <PDEMO>"gb_endcall" || Load an ADemo file or sequence. (E. Gadd on GBH.)
|-
| OPENING || <OPENING> || Luigi walking towards the mansion cutscene + Warps to mansion
|-
| CAMTARGET || <CAMTARGET>"dm_luigi" || The camera targets/looks a specific actor.
|-
| GHOSTRESET || <GHOSTRESET> || Reset <GHOSTTOTAL> to zero.
|-
| GENON || <GENON>"step1_1" || Enable spawning of ghosts.
|-
| GENOFF || <GENOFF> || Disabling spawning of ghosts.
|-
| PLIGHT || <PLIGHT>(0) || Change the room lighting. (0 for dark, 1 for lit.)
|-
| HLIGHTON || <HLIGHTON> ||
|-
| HLIGHTOFF || <HLIGHTOFF> ||
|-
| ALLSTOP || <ALLSTOP> || Stop all time and movement. Dialogue boxes only move.
|-
| ALLSTART || <ALLSTART> || Restore all time and movement.
|-
| TIMESTOP || <TIMESTOP> ||
|-
| TIMEACTIVE || <TIMEACTIVE> ||
|-
| ACTIVE || <ACTIVE> || Make an actor active regardless of <ALLSTOP>.
|-
| COUNTJMP2 || <COUNTJMP2> ||
|-
| DISPOFF || <DISPOFF> ||
|-
| DISPON || <DISPON> ||
|-
| ACCOUNT || <ACCOUNT> || Portrait Ghost Results.
|-
| SETLUIGI || <SETLUIGI> ||
|-
| ALLNOCONTROL || <ALLNOCONTROL> ||
|-
| ALLCONTROL || <ALLCONTROL> ||
|-
| WARPMOVE || <WARPMOVE> ||
|-
| KILL || <KILL> || Kill Luigi.
|-
| THUNDERN || <THUNDERN>(X)(Y)(Z)(1) || Lightning effect.
|-
| MENUON || <MENUON> || Enable access to menus.
|-
| MENUOFF || <MENUOFF> || Disable access to menus.
|-
| WIPEKIND || <WIPEKIND>(x) || Sets the transition type to x for WARP.<br/ >1 = Black Fade<br /> 2 =<br />3 = White Fade
|-
| CAMENDFAST || <CAMENDFAST> ||
|-
| LLIGHTON || <LLIGHTON> ||
|-
| LLIGHTOFF || <LLIGHTOFF> ||
|-
| SAVE || <SAVE> || Toad saves your file.
|-
| NECKOFF || <NECKOFF> || Disable Luigi staring at objects.
|-
| NECKON || <NECKON> || Enable Luigi staring at objects.
|-
| CAMTARGET2 || <CAMTARGET2> ||
|-
| CHECKTELESA || <CHECKTELESA> ||
|-
| ENDING || <ENDING> || Credits
|-
| WIPETIME || <WIPETIME>(x) || Set the transition speed to x frames for WARP.
|-
| GALLERY || <GALLERY> || View the painting.
|-
| CONTEXP || <CONTEXP> || Training Room Controls Screen.
|-
| LUIGISTOP2 || <LUIGISTOP2> || Lock Luigi in place.
|-
| LUIGIFREE2 || <LUIGIFREE2> || Free's Luigi from a locked state.
|-
| OVERLAP || <OVERLAP> ||
|-
| CAMMODEON || <CAMMODEON> ||
|-
| COMMODEOFF || <CAMMODEOFF> ||
|-
| ENDLESS || <ENDLESS> || The event never ends.
|-
| CAMSHAKE || <CAMSHAKE> || Earthquake effect.
|-
| FORCEMOVE || <FORCEMOVE>(X)(Y)(Z) || Makes Luigi walk to a set position and stop (or until he collides with something).
|-
| TURNOFF || <TURNOFF> || Enable the blackout sequence.
|-
| TURNON || <TURNON> || Disable the blackout sequence.
|-
| HSAVE || <HSAVE> || E. Gadd saves your file.
|-
| TIMERSTOP || <TIMERSTOP> ||
|-
| THUNDERN2 || <THUNDERN2>(X)(Y)(Z)(1) || Lightning effect.
|-
| ALPHAF || <ACTOR>"dm_luigi"<ALPHAF>(255) || Sets transparency for the specified actor. (0 is visible, 255 is invisible)
|-
| MANLIGHT || <MANLIGHT> ||
|-
| GAMEBOYOFF || <GAMEBOYOFF> ||
|-
| GAMEBOYON || <GAMEBOYON> ||
|-
| CANCEL || <CANCEL> ||
|-
| LUIGISTOP3 || <LUIGISTOP3> || Lock Luigi in place.
|-
| URALUIGI || <URALUIGI> || Sets Hidden Mansion
|-
| OMOTELUIGI || <OMOTELUIGI> || Sets Normal Mansion
|-
| END || <END> || Ends the event.
|-
|}
===Event Tags List===
The string table for the event tags start's at these offsets:
{| class="wikitable"
! scope=col | Version
! scope=col | Offset
|-
! scope=row | NTSC-J (Japanese)
| <tt>0x32BDAC</tt>
|-
! scope=row | NTSC-U (American)
| <tt>0x336C6C</tt>
|-
! scope=row | PAL (European)
| <tt>0x327CB4</tt>
|-
|}
{{source|luigim1}}
<pre>
WINDOW
SAY
SPEAK
COLOR
CLOSEWINDOW
WAIT
LUIGISTOP
LUIGIFREE
HP
HPMAX
CAMERA
CAMERAWAIT
FLAGON
FLAGOFF
CHECKFLAG
CASE
ACTOR
ACT
LOOK
PATH
STOP
FREE
SE
LEVSE
LEVSTOP
BGM
BGMSTOP
KEYLOCK
KEYUNLOCK
LIGHT
WARP
POS
EVENTWAIT
ANYKEY
CHOICE
GCAMERA
CAMERAEND
COLON
COLOFF
ALPHA
SHADOWON
SHADOWOFF
PATHLIGHT
GPATHLIGHT
RAMDOMJMP
BODYON
BODYOFF
CLEARCOUNT
COUNTUP
COUNTJMP
FRAMESTART
FRAMEEND
SETCLEANER
BEAM
BEAMON BEAMOFF
BEAMCUT
PATHLIGHTEND
REPLACE
EFFECT
TITLE
FULLSCREEN
NORMALSCREEN
MASKON MASKOFF
WEAPON NOWEAPON
LUIGELTON
LUIGELTOFF
GHOSTTOTAL
PDEMO
OPENING
CAMTARGET
GHOSTRESET
GENON
GENOFF
PLIGHT
HLIGHTON
HLIGHTOFF
ALLSTOP
ALLSTART
TIMESTOP
TIMEACTIVE
ACTIVE
COUNTJMP2
DISPOFF
DISPON
ACCOUNT
SETLUIGI
ALLNOCONTROL
ALLCONTROL
WARPMOVE
KILL
THUNDERN
MENUON
MENUOFF
WIPEKIND
CAMENDFAST
LLIGHTON
LLIGHTOFF
SAVE
NECKOFF
NECKON
CAMTARGET2
CHECKTELESA
ENDING
WIPETIME
GALLERY
CONTEXP
LUIGISTOP2
LUIGIFREE2
OVERLAP
CAMMODEON
CAMMODEOFF
ENDLESS
CAMSHAKE
FORCEMOVE
TURNOFF
TURNON
HSAVE
TIMERSTOP
THUNDERN2
ALPHAF
MANLIGHT
GAMEBOYOFF
GAMEBOYON
CANCEL
LUIGISTOP3
URALUIGI
OMOTELUIGI
END
</pre>
[[Category:Under Construction]]
ae46je1i5e4hhwprxxc3g274guf2n1m
Luigi's Mansion:Docs/Events List
0
97
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2019-11-25T02:13:20Z
Luigim1
30442431
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text/x-wiki
<!-- ===<tt>Events 00-101</tt>===
{| class="wikitable"
|-
! Item
! Content
|-
| <tt>event00</tt> || Empty
|-
| <tt>event01</tt> || Parlor Introduction Cutscene
|-
| <tt>event02</tt> ||
|-
| <tt>event03</tt> || Pianist Talk
|} -->
<pre>
====== Event Descriptions ======
LMFinish
----
event00 - (NOTHING)
\\
event01 - Meeting E. Gadd in the Parlor
\\
event02 - Portrificationizer Room E. Gadd's dialogue
\\
event03 - Talking to Melody Pianissima
\\
event04 - Talking with the Toad in the Courtyard
\\
event05 - (NOTHING)
\\
event06 - (NOTHING)
\\
event07 - Floating Key in the Foyer cutscene
\\
event08 - Talking with E-Gadd in The Lab
\\
event09 - E-Gadd's dialogue in the Training Room (1st time)
\\
event10 - E-Gadd's dialogue in the Training Room (Every time after)
\\
event11 - Talking with E-Gadd after a boss battle
\\
event12 - Finding The Ice Element Medal
\\
event13 - Waiting for the Twins to hide in their boxes
\\
event14 - When Lydia notices the draft from the open window
\\
event15 - Talking with E. Gadd before entering the Study
\\
event16 - When trying to enter the Secret Altar (Boo-Check: 40)
\\
event17 - Talking with the Toad in the Foyer
\\
event18 - Finding Mario's shoe
\\
event19 - Finding Mario's letter
\\
event20 - Finding Mario's star
\\
event21 - Finding Mario's hat
\\
event22 - After waking up Chauncey
\\
event23 - When talking with Mr. Bones for when Spooky gets noisy
\\
event24 - Talking about the Hide'n'Seek minigame with Twins
\\
event25 - Guest Room gets flipped
\\
event26 - E-Gadd's dialogue in the lab (UNUSED VERSION)
\\
event27 - Activates Shivers (The Butler)
\\
event28 - Talking to E-Gadd in The Gallery
\\
event29 - Talking to E-Gadd via the GBH after catching a Boo
\\
event30 - Going up The Clockwork Room elevator
\\
event31 - Chauncey's door cutscene
\\
event32 - Talking with the Toad on the Balcony
\\
event33 - Talking to Jarvis
\\
event34 - After freezing Miss Petunia in the shower
\\
event35 - Storage Room sliding wall cutscene
\\
event36 - Talking with Madame Clairvoya
\\
event37 - For when Madame Clairvoya shows her heart
\\
event38 - Talking to Vincent Van Gore
\\
event39 - (BOOK)Nana's Mouldy Old Journal
\\
event40 - Going down The Clockwork Room elevator
\\
event41 - Finding Mario's glove
\\
event42 - Speaking with E-Gadd after a boss battle
\\
event43 - Being teleported back to The Ghost Portrificationizer Room
\\
event44 - When The Blackout happens
\\
event45 - Pulling the lever to end The Blackout
\\
event46 - Mario trapped in portrait cutscene
\\
event47 - When trying to enter The 1F Washroom (Boo-Check: 5)
\\
event48 - When entering The Mansion
\\
event49 - Henry and Orville's Hide'n'Seek minigame
\\
event50 - After shooting the ball at Chauncey
\\
event51 - (UNKNOWN) "Activates Flag 19"
\\
event52 - Talking with E-Gadd after returning from the final battle
\\
event53 - Talking with a Boo that just appeared
\\
event54 - Finding the Fire Element Medal
\\
event55 - (BOOK)Book of Riddles
\\
event56 - (BOOK)Neville's Big Baby Care Diary
\\
event57 - (BOOK)Darkness is Their Cheese!
\\
event58 - (BOOK)Book of Pericles
\\
event59 - (BOOK)E. Gadd's Guide to Ghosts
\\
event60 - (BOOK)Lydia's Child-Care Diary
\\
event61 - Putting out the purple lights in Parlor
\\
event62 - (UNKNOWN, NOTHING?)
\\
event63 - Talking with the Toad in The Toilet 1F
\\
event64 - Chauncy's battle stage intro cutscene
\\
event65 - When confronting Bogmire's tombstone
\\
event66 - Bogmire's battle stage intro cutscene
\\
event67 - When returning To the Mansion after beating a Portrait Boss
\\
event68 - The Observatory telescope cutscene
\\
event69 - Disturbing the Boo's sleep cutscene
\\
event70 - Finding the Water Element Medal
\\
event71 - Talking with the spinning ring of Boo's at the Balcony
\\
event72 - Boolossus's battle stage intro cutscene
\\
event73 - When meeting King Boo in the hallway to the Secret Altar (Boo-Check: 40)
\\
event74 - Talking with King Boo before the final battle
\\
event75 - Luigi meeting fake Bowser cutscene
\\
event76 - Event when you light all the candles in the Astral Hall
\\
event77 - Game Boy Horror - Furniture Descriptions
\\
event78 - Game Boy Horror - Ghost Heart Descriptions
\\
event79 - Looking at Gallery Portraits
\\
event80 - Talking to E-Gadd after one of the boss fights
\\
event81 - Lighting Shivers's candles when he's wandering around
\\
event82 - Talking to Vincent Van Gore
\\
event83 - Falling from the chimney into The Sealed Room
\\
event84 - When turning the water off in The Pipe Room
\\
event85 - Talking with the Boo in The Attic Hallway (Boo-Check: 20)
\\
event86 - Waking Sue Pea by spraying water on her for the 3rd time
\\
event87 - Entering Guest Room for the first time (1st time)
\\
event88 - Talking to E-Gadd via the GBH after the final battle
\\
event89 - After setting fire to the campfire under Sir Weston's ice block
\\
event90 - Defeating fake Bowser cutscene
\\
event91 - When getting advice from E-Gadd via the GBH in the Bathroom 1F
\\
event92 - (UNKNOWN) "Activates Flag 11"
\\
event93 - Talking to Toad via telephone
\\
event94 - Talking to E-Gadd via telephone
\\
event95 - Golden Rat 1 spawner
\\
event96 - (UNKNOWN) (Boo-Check: 20)
\\
event97 - Golden Rat 2 spawner
\\
event98 - Golden Rat 3 spawner
\\
event99 - Golden Rat 4 spawner
\\
event100 - Golden Rat 5 spawner
\\
event101 - (UNKNOWN) "Deactivates Flag 198"
</pre>
<pre>
Luigi's Mansion: Events List
LMFinishgamer and luigim1
event00 - Empty
event01 - Dialogue for meeting E. Gadd in the Parlor
event02 - Ghost Portrificationizer Room Events
event03 - Melody Pianissima's dialogue
event04 - Toad in Courtyard dialogue
event05 - Empty
event06 - Empty
event07 - Beginning Floating Key cutscene
event08 - E. Gadd's Lab dialogue
event09 - Training Room First (First time you take the training)
event10 - Training Room Later (When you try visiting the room more times later)
event11 - Dialogue for speaking with E. Gadd after a boss battle.
event12 - Finding Ice Element Medal
event13 - Waiting for the Twins to hide in the boxes "OOOO-KAAAAY! You can come in now..."
event14 - When Lydia notices the draft from the open window. "Oh dear... Such a draft..."
event15 - Talking with E. Gadd before entering the Study "I detect spirits stronger than we've yet seen lurking ahead."
event16 - Boo count, having then 40 Boos when going to the Secret Altar cutscene. (Triggers Flag 77)
event17 - Toad in the Foyer dialogue
event18 - Finding Mario's shoe dialogue "It smells...like Mario's feet."
event19 - Finding Mario's Letter dialogue "I wonder what it says..."
event20 - Finding Mario's Star dialogue "My, what a glittering beauty!"
event21 - Finding Mario's Hat dialogue "And it's been laundered recently!"
event22 - Waking up Chauncey dialogue "Hey! Wanna play with me?"
event23 - Mr. Bones dialogue "Fer the luvva dirt, make that yappy dog be QUIET!"
event24 - Hide and seek minigame with Twins' dialogue
event25 - Guest Room get's flipped event
event26 - The Japanese version of event08. Unused.
event27 - Unknown. Assuming it has something to do with Shivers (the butler). Triggers Flag 35*?
event28 - Talking to E. Gadd in The Gallery
event29 - Talking to E. Gadd via GBH after catching a Boo
event30 - Going up the elevator from the Clockwork Room to the rooftop.
event31 - Chauncey's door cutscene
event32 - Balcony Toad dialogue
event33 - Talking to Jarvis' dialogue
event34 - Miss Petunia sneezes after freezing her.
event35 - Unknown, uses the Guessing Correct sound effect (93)*?
event36 - Talking to Madame Clairvoya dialogue
event37 - Unknown, uses flags 255 and 92.*?
event38 - Talking to Vincent Van Gore dialogue
event39 - Nana's Mouldy Old Journal
event40 - Going down the elevator from the rooftop to the Clockwork Room
event41 - Finding Mario's Glove dialogue "Eew... It's a little sweaty."
event42 - Japanese duplicate of event11.
event43 - Unknown. *p
event44 - E. Gadd's Blackout dialogue. (Starts blackout)
event45 - Luigi flipping up a breaker. (Ends blackout)
event46 - Luigi staring at Mario in-a-painting-portrait. "......!" (Also unused "Get me outta heeeeere!")
event47 - Toad occupying the bathroom dialogue, activates when having less than 5 Boo's when entering 1F toilet "Er, um...OCCUPIED!"
event48 - Luigi in the foyer event when you start a new file.
event49 - Henry and Orville's Minigame Event for playing Hide-and-Seek.
event50 - After shooting the ball at Chauncey. "Ow! You gave me an owie!"
event51 - Unknown, Triggers Flag 19 ?p
event52 - Luigi frees Mario from the painting after talking to E. Gadd in the Secret Altar.
event53 - Dialogue when a specific Boo appears. (Booigi, Gameboo, etc...)
event54 - Finding Fire Element Medal dialogue
event55 - Book of Riddles book dialogue
event56 - Neville's Big Baby Care Diary book dialogue
event57 - Darkness is their cheese book dialogue
event58 - The Book of Pericles book dialogue
event59 - E. Gadd's Guide to Ghosts book dialogue
event60 - Lydia's Child-Care Diary book dialogue
event61 - Event after putting out the candles in the Parlor.
event62 - Contains the <END> tag, causing event62 to do nothing.p
event63 - Toad in the washroom dialogue. "Heyy... You're right! No point crying over spilt milk!"
event64 - Intro cutscene in Chauncy's crib/Chauncy boss intro.
event65 - Bogmire's glowing gravestone event.
event66 - Intro cutscene to Bogmires Tomb/Bogmire boss intro.
event67 - Returns Luigi to the mansion after beating any boss.*
event68 - The Observatory telescope events.
event69 - The dialogue when you release the Boos/Awakening the Boos from their rest. (Aftermath E. Gadd dialogue included)
event70 - Finding the Water Element Medal Dialogue
event71 - Talking with the spinning ring of Boos at the Balcony, before Boolossus fight.
event72 - Boolossus boss intro cutscene.
event73 - Dialogue for meeting King Boo in the hallway to the Secret Altar.
event74 - Dialogue for confronting King Boo in the Secret Altar.
event75 - Intro cutscene for King Boo fight when meeting Bowser. (In Rooftop hell)
event76 - Event when you light all the candles in the Astral Hall
event77 - Luigi's Game Boy Horror object scanner descriptions.
event78 - Portrait ghost heart scans dialogue.
event79 - Luigi pointing at gallery portraits.
event80 - A duplicate of event11, there is a blank extra line included.
event81 - Lighting Shivers' candles when he's wandering around. "Ahhhhh! Fire! Fire! Fire!"
event82 - Vincent Van Gore's final dialogue after sucking up his creations.
event83 - Falling from the chimney to the Sealed Room.
event84 - Turning The Pipe in the Pipe Room.
event85 - Dialogue for Boo in the hallway to the Balcony having less than 20 boos.
event86 - Spraying water for the 3rd time on Sue Pea. "Ngggh, snurrggghhhkk, ZZZZZ!!!"
event87 - Entering Guest Room for the first time (Sue Pea Event)
event88 - Talking to E. Gadd after beating the final boss.
event89 - After setting fire to Sir Weston's ice block dialogue.
event90 - Giant Bowser defeated cutscene.
event91 - E. Gadd's advice in the Bathroom F1.
event92 - Unknown, only activates Flag 11.
event93 - Talking to Toad over the telephone
event94 - Talking to E. Gadd over the telephone
event95 - Golden Rat 1 spawner
event96 - Boo check, it count's up to 20 Boos
event97 - Golden Rat 2 spawner
event98 - Golden Rat 3 spawner
event99 - Golden Rat 4 spawner
event100 - Golden Rat 5 spawner
event101 - Turns off Flag 198.
</pre>
db7g6ow23gq5ca29ynx2vee9vgqdtj7
Luigi's Mansion:Docs/Flag Doc
0
210
748
743
2020-01-19T22:29:50Z
Luigim1
30442431
748
wikitext
text/x-wiki
<pre>
LM Flag Doc
luigim1
1 - Finished meeting E. Gadd in the Parlor
2
3 - Foyer camera pan event when you start a new file.
4
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9
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15
16
17
18
19
20
21
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26
27
28
29
30
31
32
33
34
35 - Places Shivers in the Mansion
36
37
38
39
40
41 - Extends Storage room wall to Boo chamber.
42
43 - Enable Fire Element
44 - Enable Water Element
45 - Enable Ice Element
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
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72
73 - Enable Boo's and GBH Radar
74
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169 - Disable Chauncy(?)
170
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</pre>
{{source|luigim1}}
[[Category:Under Construction]]
fv9jdx994l8z6ku1ji38g46rr4zizel
Luigi's Mansion:Docs/H4M (File Format)
0
166
659
635
2019-10-14T23:53:12Z
Luigim1
30442431
659
wikitext
text/x-wiki
==Summary==
'''H4M files can be partially edited, only through a hex editor. Audio can only be extracted using [https://hcs64.com/mboard/forumlong.php?showthread=20147 h4m_audio_decode].'''
In Luigi Mansion, H4M video file is used only, and only to play the Pikmin trailer.
==Format Information==
'''The original .H4M docs are below the wiki tables.'''
=== File Header ===
The file begins with the header of 0x10 bytes. H4M Includes an extra section (MDL3) that BMD does not:
{| class="wikitable"
|-
! Offset
! Size(h)
! Type
! Description
|-
| 0x00
| 9
| String
| Magic: 'HVQM4 ' with version ('1.3'), in ASCII.
|-
| 0x08
| 4
| Le
|-
| 0x0c
| 4
| N
|-
| 0x10
| 4
| 'SVR3' in ASCII.
|-
| 0x14
| 0C
| C
|-
| colspan=4 {{unknown|End of header}}
|-
|}
===Data Structures===
{| class="wikitable"
|-
! Offset
! Integer
! Use
! Description
|-
| 0x00
| u16
| Vertex Index
| Index of Vertice for Mesh
|-
| 0x02
| u16
| Normal Index
| Index of Normal for Mesh (if present)
|-
| 0x04
| u16
| Color Index
| Index of Vertex Color for Mesh (if present)
|-
| 0x06
| u16
| U Index
| Index of U Coordinate for TexCoords
|-
| 0x08
| u16
| V Index
| Index of V Coordinate for TexCoords
|-
|}
{| class="wikitable"
|-
! uint
! Description
|-
| uint8
| matrix index
|-
| uint8
| texcoord0 matrix index?
|-
| uint8
| texcoord1 matrix index?
|-
| uint16
| position index
|-
| uint16
| normal index (only present if the model has normals)
|-
| uint16
| color index (only present if the model has colors)
|-
| uint16
| texcoord index (only present if the model has texcoord)
|-
|}
===HVQM4 Doc: msheppard===
<pre>
# HVQM4: compressed movie format designed by Hudson for Nintendo GameCube
# From Mark Sheppard <msheppard@climax.co.uk>, 2002-10-03
#
0 string HVQM4 %s
>6 string >\0 v%s
>0 byte x GameCube movie,
>0x34 ubeshort x %d x
>0x36 ubeshort x %d,
>0x26 ubeshort x %dµs,
>0x42 ubeshort 0 no audio
>0x42 ubeshort >0 %dHz audio
</pre>
{{source|[https://assemblergames.com/threads/hvqm4-1-3.10704/ ASSEMblerGAMES ]}}
[[Category:Under Construction]]
[[Category:File Format/Other]]
6oakonf46vwc7oa48n5w87u1e2c840v
Luigi's Mansion:Docs/Map Models List
0
122
745
315
2020-01-05T02:29:24Z
Luigim1
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745
wikitext
text/x-wiki
<pre>Luigi's Mansion: Map Data
Documented by CyberTanuki and luigim1
Categories:
0x00 [Test rooms] (4 Rooms)
0x01 [E.Gadd's Laboratory]
0x02 [Mansion] (74 Rooms)
0x03 [Training Room]
0x04 [Ghost Portificanizer]
0x05 [Unused Gallery 1]
0x06 [Gallery]
0x07 [Unused Gallery 2]
0x08 [Unused Gallery 3]
0x09 [Final Boss/Bowser's Arena]
0x10 [Chauncey's Arena]
0x11 [Boolossus' Arena]
0x12 [Mario released by Ghost Portificanizer]
0x13 [Bogmire's Arena]
//map0:
test_00.bin = Unused Room (left side)
test_01.bin = Unused Foyer/Entrance
test_02.bin = Unused Room (right side)
test_03.bin = Unused Parlor
//map1:
hakase.arc = E.Gadd's Laboratory
h_01.bin = E3 2001 E.Gadd's Laboratory (unused)
h_02.bin = E3 2001 Ghost Portrificationizer Room (unused)
//map2:
room_00.arc = Butler's Room
room_01.arc = Hidden Treasure Room A
room_01A.arc = Unused Treasure Room
room_02.arc = Foyer/Entrance (F1)
room_03.arc = Fortune Teller's Room
room_04.arc = Mirror Room
room_05.arc = Laundry Room
room_06.arc = F1 Hallway A
room_07.arc = F1 Hallway C
room_08.arc = Kitchen Room
room_09.arc = Dining Room (Mr. Lugg's Room)
room_10.arc = Ball/Bachelor Room
room_11.arc = Backyard
room_12.arc = Billiard Room (Slim Bankshot's Room)
room_13.arc = Filming Room
room_14.arc = Storage Room
room_15.arc = Attic Hallway 2A
room_16.arc = Graveyard(?)
room_17.arc = Washer Room (Toilet Room) A
room_18.arc = F2 Hallway A (The first hallway that is accessible)
room_19.arc = F1 <------> F2 Hallway
room_20.arc = Bathroom 1
room_21.arc = Music Room
room_22.arc = Workout Room/Gym
room_23.arc = Courtyard
room_24.arc = Chauncey's Room
room_25.arc = Twin's Room
room_26.arc = F2 Hallway A(?)
room_27.arc = Sue Pea's Living Room
room_28.arc = Sue Pea's bedroom (Upside down)
room_28A.arc = Suite Pea's bedroom part 1 / 2(?)
room_29.arc = Floor next to Main Floor [F1] (Possibly Chapter 1)
room_30.arc = Foyer/Entrance (F2)
room_31.arc = F2 Hallway(?)
room_32.arc = F2 <------> Attic
room_33.arc = Lydia's Room
room_34.arc = Neville's Room
room_35.arc = Parlor/Living Room
room_36.arc = Hidden Treasure Room B
room_37.arc = Backyard/Graveyard
room_38.arc = Closet Room
room_39.arc = Anteroom
room_40.arc = Astral Hall
room_41.arc = Observatory
room_42.arc = Washer Room (Toilet Room) B
room_43.arc = F2 Hallway A
room_44.arc = F2 Hallway B
room_45.arc = Bathroom 2
room_46.arc = Nana's Room
room_47.arc = Tea Room
room_48.arc = Armory
room_49.arc = Attic Hallway 2B
room_50.arc = Telephone Room
room_51.arc = Attic Hallway 1A
room_52.arc = Safari Room
room_53.arc = F1 Hallway B
room_54.arc = Attic Hallway 2A
room_55.arc = Ceramics Room
room_56.arc = The Clockwork Room
room_57.arc = La Artist Studio
room_58.arc = Attic Hallway 1B
room_59.arc = The Balcony
room_60.arc = Roof
room_61.arc = Cold Storage Room
room_62.arc = Basement Hallway A
room_63.arc = Cellar
room_64.arc = F2 Hallway C
room_65.arc = F1 <------> Basement
room_66.arc = Pipe Room
room_67.arc = Breaker Room
room_68.arc = Basement Hallway C
room_69.arc = Bottom of the Well
room_70.arc = Secret Altar
room_71.arc = Basement Hallway B
room_72.arc = Unused Courtyard/Backyard
room_73.arc = Unused Courtyard
//map3:
h_07_00.arc = E.Gadd's Training Room
//map4:
h_02.bin = Ghost Portrificationizer Room
//map5:
h_03_00.bin = Early Gallery 01 Statue Area
h_03_01.bin = Early Gallery 01 Left Hallway
h_03_02.bin = Early Gallery 01 Right Hallway
h_03_03.bin = Early Gallery 01 Gold Room
//map6:
gyara_00.arc = Final Gallery Statue Area
gyara_01.arc = Final Gallery Left Hallway
gyara_02.arc = Final Gallery Right Hallway
gyara_03.arc = Final Gallery Gold Room
//map7:
h_05_00.bin = Early Gallery 02 Statue Area
h_05_01.bin = Early Gallery 02 Left Hallway
h_05_02.bin = Early Gallery 02 Right Hallway
h_05_03.bin = Early Gallery 02 Gold Room
//map8:
h_06_00.bin = Early Gallery 03 Statue Area
h_06_01.bin = Early Gallery 03 Left Hallway
h_06_02.bin = Early Gallery 03 Right Hallway
h_06_03.bin = Early Gallery 03 Gold Room
//map9:
lastroof.arc = Bowser Arena
//map10:
roombed.arc = Chauncey's Arena
//map11:
beranda.arc = Boolossus' Arena
//map12:
h_02.bin = Ghost Portrificationizer Room (Freeing Mario Ending)
//map13:
tombboss.arc = Bogmire's Arena
</pre>
kytogwjv1jq9ptswhwp0z60nw2hxgg1
Luigi's Mansion:Docs/Model Archive List
0
120
696
310
2019-11-03T23:29:12Z
Luigim1
30442431
696
wikitext
text/x-wiki
<pre>
Model Archive Document
luigim1
baby.szp - Chauncey
babyball.szp - Chauncey Boss Battle ball
ball.szp - [UNUSED] Meteor Ghost Variant
banaoba.szp - Garbage Can Ghost
barbell.szp - Biff Atlas's Barbell
bat.szp - Ghost Bat
bball.szp - Chauncey's Room Ball
beam.szp - [UNUSED] Particle
bfire.szp - Bogmire
blossom.szp - Red Flower in Boneyard
bmario.szp - [UNUSED] Mario w/ Poltergust Straps
bomb.szp - Spark Ghost
bone.szp - Bone for Spooky (Ghost Dog)
bottle01.szp - Wine Bottle
boy.szp - Henry and Orville
bshadow.szp - Fake Bogmire
bshadow2.szp - [DUPLICATE] Fake Bogmire
builder.szp - Biff Atlas
candle.szp - Candle
car.szp - Henry's Car
dancer.szp - Floating Whirlindas (Male Dancer)
dancer2.szp - Floating Whirlindas (Female Dancer)
demobak1.szp - Parlor Gold Ghost Cutscene Model
denwa.szp - Uncle Grimmly
dhakase.szp - E. Gadd's Parlor Cutscene Model
dhakase2.szp - E. Gadd's Ghost Machine Cutscene Model
dkikai.szp - Window for Ghost Machine Part "Washer"
dkoppa.szp - Bowser Secret Altar Painting Cutscene Model
dluige01.szp - Parlor Cutscene Luigi
dluige02.szp - Mario Painting Ending Cutscene Luigi
dluige03.szp - Ghost Machine Cutscene Luigi
dmario.szp - Mario Model
dog.szp - Spooky (Ghost Dog)
doll.szp - Clockwork Toy Soldier
door.szp - Fake Door (Regular)
door2.szp - Fake Door (Attic)
door3.szp - Fake Door (Laundry Room)
dummy.szp - Dummy Model (Empty)
dust.szp - Pile of Dust
dwaku.szp - The E Gadd's Ghost Machine Vent for Ending Cutscene (Used by Mario)
eater.szp - Mr. Luggs
ed07key.szp - Floating Key Cutsene: Key Model
ed07rug.szp - Floating Key Cutsene: Rug Model
edarm.szp - Ghost Machine Part #1
edashuk.szp - Ghost Machine Part #2
edbet.szp - Ghost Machine Part #3
edfuta.szp - Ghost Machine Part #4
edsentak.szp - Ghost Machine Part #5
edtv.szp - Ghost Machine Part #6
edusiro.szp - Ghost Machine Part #7
elh.szp - [UNUSED] Creepy Monster
fat.szp - Ms. Petunia
father.szp - Neville
flag.szp - [UNUSED] White Flag
gaka.szp - Vincent Van Gore
gameboy.szp - Ingame Game Boy Model
girl.szp - Sue Pea
gun.szp - Cork Rifle that is associated with doll.szp
hcue.szp - Slim Bankshot's cue balls
heart.szp - Ghost Heart
heylance.szp - Ghost Shy Guy Lance
heymask.szp - Ghost Shy Guy Mask
heypo.szp - Ghost Shy Guy
htama.szp - Slim Bankshot's Billard Ball
hustler.szp - Slim Bankshot
ibook.szp - Flying Book
ibox.szp - Present box model used in Henry and Orville's Hide and Seek minigame
ifly.szp - Flying Frying Pan
ikuma.szp - Flying Teddy Bear
inabe.szp - Flying Small Cooking Pot
iphone.szp - Phone in the Telephone Room
isu.szp - Neville's rocking chair
isu2.szp - Nana's rocking chair
kareki.szp - Dead Boneyard Plant
kere.szp - Rooftop Elevator Box
key01.szp - Regular Door Key
key02.szp - Heart Door Key
key03.szp - Club Door Key
key04.szp - Diamond Door Key
key05.szp - Spade Door Key
kiarm.szp - Ghost Machine Part "Trash Disposer"
kiashuk.szp - Ghost Machine Part "Painting Maker"
kibako01.szp - Crate
kibet.szp - Ghost Machine Part "Flat Ghost & Painting Carrier"
kifuta.szp - Ghost Machine Part "Painting Maker Transport Window"
kinopio.szp - Toad
kisentak.szp - Ghost Machine Part "Washer"
kitv.szp - Ghost Machine Part "Shocker"
kiusiro.szp - Ghost Machine Part "Background Machinery"
kopabody.szp - Bowser's Headless Body
kopabom.szp - Bowser's Spiky Bomb
kopahead.szp - Bowser's Head
kopakage.szp - Bowser's Shadow
kopatele.szp - Bowser and King Boo Ghost Machine Model
kun01.szp - Training Room Spawning Machine
kun02.szp - [DUPLICATE] Training Room Spawning Machine
lohakase.szp - E. Gadd's Gallery Model
ltelesa.szp - King Boo
luige.szp - [UNUSED] Luigi's Playable Model (E3?)
marioe.szp - Mario's Picture Frame
mcap.szp - Mario's Cap
mglove.szp - Mario's Glove
mkinoko.szp - Poison Mushroom
mletter.szp - Mario's Letter
moku.szp - Chauncey's Rocking Chair
mother.szp - Lydia
mphand.szp - Luigi's Hand for grabbing Mario's Painting
mshoes.szp - Mario's Shoe
mstar.szp - Mario's Star
namida.szp - Tear (Ghost Portrificanizer)
net01.szp - [UNUSED] Spider's Web
nut.szp - Boneyard Treasure Spout
oba00g1.szp - Mario's Painting Ending Cutscene Model
oba00n.szp - Flat Mario Ending Cutscene Texture
oba01g1.szp - Neville Bronze Portrait
oba01g2.szp - Neville Silver Portrait
oba01g3.szp - Neville Gold Portrait
oba01n.szp - Flat Neville
oba02g1.szp - Lydia Bronze Portrait
oba02g2.szp - Lydia Silver Portrait
oba02g3.szp - Lydia Gold Portrait
oba02n.szp - Flat Lydia
oba03g1.szp - Nana Bronze Portrait
oba03g2.szp - Nana Silver Portrait
oba03g3.szp - Nana Gold Portrait
oba03n.szp - Flat Nana
oba04g1.szp - Chauncey Bronze Portrait
oba04g2.szp - Chauncey Silver Portrait
oba04g3.szp - Chauncey Gold Portrait
oba04n.szp - Flat Chauncey
oba05g1.szp - Melody Pianissma Bronze Portrait
oba05g2.szp - Melody Pianissma Silver Portrait
oba05g3.szp - Melody Pianissma Gold Portrait
oba05n.szp - Flat Melody Pianissma
oba06g1.szp - Ms. Petunia Bronze Portrait
oba06g2.szp - Ms. Petunia Silver Portrait
oba06g3.szp - Ms. Petunia Gold Portrait
oba06n.szp - Flat Ms. Petunia
oba07g1.szp - Madame Clairvoya Bronze Portrait
oba07g2.szp - Madame Clairvoya Silver Portrait
oba07g3.szp - Madame Clairvoya Gold Portrait
oba07n.szp - Flat Madame Clairvoya
oba08g1.szp - Shivers Bronze Portrait
oba08g2.szp - Shivers Silver Portrait
oba08g3.szp - Shivers Gold Portrait
oba08n.szp - Flat Shivers
oba09g1.szp - Sue Pea Bronze Portrait
oba09g2.szp - Sue Pea Silver Portrait
oba09g3.szp - Sue Pea Gold Portrait
oba09n.szp - Flat Sue Pea
oba10g1.szp - Floating Whirlindas Bronze Portrait
oba10g2.szp - Floating Whirlindas Silver Portrait
oba10g3.szp - Floating Whirlindas Gold Portrait
oba10n.szp - Flat Floating Whirlindas
oba11g1.szp - Mr. Luggs Bronze Portrait
oba11g2.szp - Mr. Luggs Silver Portrait
oba11g3.szp - Mr. Luggs Gold Portrait
oba11n.szp - Flat Mr. Luggs
oba12g1.szp - Jarvis Bronze Portrait
oba12g2.szp - Jarvis Silver Portrait
oba12g3.szp - Jarvis Gold Portrait
oba12n.szp - Flat Jarvis
oba13g1.szp - Spooky Bronze Portrait
oba13g2.szp - Spooky Silver Portrait
oba13g3.szp - Spooky Gold Portrait
oba13n.szp - Flat Spooky
oba14g1.szp - Henry & Orville Bronze Portrait
oba14g2.szp - Henry & Orville Silver Portrait
oba14g3.szp - Henry & Orville Gold Portrait
oba14n.szp - Flat Henry & Orville
oba15g1.szp - Toy Soldiers Bronze Portrait
oba15g2.szp - Toy Soldiers Silver Portrait
oba15g3.szp - Toy Soldiers Gold Portrait
oba15n.szp - Flat Toy Soldiers
oba16g1.szp - Biff Atlas Bronze Portrait
oba16g2.szp - Biff Atlas Silver Portrait
oba16g3.szp - Biff Atlas Gold Portrait
oba16n.szp - Flat Biff Atlas
oba17g1.szp - Slim Bankshot Bronze Portrait
oba17g2.szp - Slim Bankshot Silver Portrait
oba17g3.szp - Slim Bankshot Gold Portrait
oba17n.szp - Flat Slim Bankshot
oba18g1.szp - Sir Weston Bronze Portrait
oba18g2.szp - Sir Weston Silver Portrait
oba18g3.szp - Sir Weston Gold Portrait
oba18n.szp - Flat Sir Weston
oba19g1.szp - Bogmire Bronze Portrait
oba19g2.szp - Bogmire Silver Portrait
oba19g3.szp - Bogmire Gold Portrait
oba19n.szp - Flat Bogmire
oba20g1.szp - Uncle Grimmly Bronze Portrait
oba20g2.szp - Uncle Grimmly Silver Portrait
oba20g3.szp - Uncle Grimmly Gold Portrait
oba20n.szp - Flat Uncle Grimmly
oba21g1.szp - Vincent Van Gore Bronze Portrait
oba21g2.szp - Vincent Van Gore Silver Portrait
oba21g3.szp - Vincent Van Gore Gold Portrait
oba21n.szp - Flat Vincent Van Gore
oba22g1.szp - Boolossus Bronze Portrait
oba22g2.szp - Boolossus Silver Portrait
oba22g3.szp - Boolossus Gold Portrait
oba22n.szp - Flat Boolossus
oba23g1.szp - King Boo & Bowser Bronze Portrait
oba23g2.szp - King Boo & Bowser Silver Portrait
oba23g3.szp - King Boo & Bowser Gold Portrait
oba23n.szp - Flat King Boo & Bowser
obaasan.szp - Nana
obake01.szp - Gold Ghost
obake02.szp - Purple Puncher
obake03.szp - Blue Twirler
obake04.szp - Bowling Ghost
obasoul.szp - Ghost (Ghost Portrificanizer)
odoor1.szp - Clockwork Room Small Pink Door
odoor2.szp - Clockwork Room Small Yellow Door
odoor3.szp - Clockwork Room Small Pink Door
odoor4.szp - Clockwork Room Small Pink Door
odoor5.szp - Clockwork Room Small Yellow Door
odoor6.szp - Small Pink Door
oere.szp - Clockwork Room Elevator
okami1.szp - Small Grey Object
okeito1.szp - Nana's ball of thread
otobira.szp - Clockwork Room Elevator Door
otub1.szp - Jarvis' Jar #1
otub2.szp - Jarvis' Jar #2
otub3.szp - Jarvis' Jar #3
otub4.szp - Jarvis' Jar #4
otub5.szp - Jarvis' Jar #5
oufo1.szp - Tea Room Plate
oufo2.szp - Tea Room Plate #2
pianist.szp - Melody Pianissima
piero1.szp - Red Clown Doll
piero2.szp - Blue Clown Doll
pillar.szp - Rooftop Pillar
plane.szp - Henry's Plane
poo.szp - Flying Fish
rat.szp - Ghost Mouse
seed.szp - Boneyard Growing Seed
shadow.szp - [UNUSED] Early Bogmire
shower.szp - Shower Curtain
situji.szp - Shivers the Butler
skul.szp - Skeleton Ghost
star.szp - Meteor Ghost
tabemono.szp - Mr. Luggs' Food with Plate
takara1.szp - Green Treasure Chest
telball.szp - Boo Ball
telesa.szp - Boo
telesa2.szp - Boolossus
tenjyo.szp - Purple Bomber/Ceiling Surprise
tomato.szp - [UNUSED] Tomato (Replaced by Bowling Ball in RAM)
topoo.szp - Grabbing Ghost
tubone.szp - Jarvis
turara.szp - [UNSEEN] Crystal in Cold Storage
uranai.szp - Madame Clairvoya
vbody.szp - [UNUSED] Early Poltergust 3000
vhead.szp - Poltergust Nozzle
waiter.szp - Mr. Luggs Waiters
wpair.szp - [UNUSED] Air Nozzle
wplight.szp - Flashlight
wpwater.szp - [UNUSED] Water Nozzle
yukiyama.szp - Sir Weston
zenmai.szp - Clockwork Toy Soldiers' Doll Key
</pre>
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The only model formats in Luigi's Mansion.
{{subpage|MDL (File Format)|image=LM GCN Luigi g.bti.png|width=30px|text=Hell in a file format.|}}
{{subpage|BMD and BDL (File Format)|image=LM GCN door.bmd.png|width=35px|text=Treasure and doors!|}}
{{subpage|BIN (File Format)|text=Don't be fooled, its the map models.|}}
{{subpage|MP (File Format)|text=Collision map format!|}}
<!-- =Model Formats=
=== Description coming soon ===
----
===BMD (Treasure Model File)===
The BMD file format is Nintendo's signature model format, it has been used in lots of other Nintendo Gamecube
games. (SMS, TLoZ:WW, MK:DD!! - to name a few)
In Luigi Mansion however, BMD's are generaly being used only for treasures (I.E. Coins, bills, stones, diamonds)
and a few random effects (I.E. ice/fire balls, the magical bridge in the Observatory, the sky, etc.).
BMD's are easily viewable/editable with the use of conversion tools (OBJ2BDL, BDL2BMD, modeling software, BMDView2, etc.).
== Current status: Fully editable and fully viewable ==
----
==== BIN (Room / Furniture Model File) ====
BIN's is another of the three model formats LM uses frequently. BIN's are most often used for room-layouts and furniture.
They're viewable using the tool Demolisher (Made by arookas). Much like the MDL format, one can inject custom textures into it in the same manner of that format (hex editing).
== Current status: Partly editable and fully viewable ==
----
----
-->
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#REDIRECT [[Luigi's Mansion:Docs/Model Formats/BMD and BDL (File Format)]]
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#REDIRECT [[Luigi's Mansion:Docs/Model Formats/MP (File Format)]]
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[[Category:Under Construction]]
[[Category:File Format/LM]]
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===Summary===
'''BMD files can be fully edited. It can be extracted and (custom) imported.'''
In Luigi Mansion , BMD model files are generally being used only for treasures, effects and furniture. But it is also used for some models like the icicles for the Cold Storage or the element models.
===Format Information===
BMD and BDL are two file formats used by a wide variety of Nintendo games between the GameCube and Wii. Luigi's Mansion only uses BMD files.
== File Header ==
The file begins with the header of 0x10 bytes. BDL Includes an extra section (MDL3) that BMD does not. The structure is the same as for [[BCK]] & [[JPA]] files (All lengths are in Hexadecimal):
{| class="wikitable"
|-
! Offset
! Size
! Description
|-
| 0x00
| 8
| File identifier: 'J3D2bmd3' for BMD and 'J3D2bdl4' for BDL in ASCII.
|-
| 0x08
| 4
| Length of file in bytes.
|-
| 0x0c
| 4
| Number of sections in the file (08 in BMD & 09 in BDL)
|-
| 0x10
| 4
| 'SVR3' in ASCII.
|-
| 0x14
| 0C
| Consists only of FF (Padding?)
|-
| colspan=4 {{unknown|End of header}}
|-
|}
== Sections ==
BMD and BDL contain mostly the same sections, with the exception of the MDL3 section that appears only within BDL files.
=== INF1 ===
The INF1 section contains '''Model Information'''.
{| class="wikitable"
|-
! Offset
! Size
! Description
|-
| 0x00
| 2
| Section name: 'INF1' in ASCII.
|-
| 0x04
| 4
| Length of section in bytes.
|-
| 0x08
| 2
| {{Unknown-left|Unknown model setting (very similar to [[MDL0]]), 01 for BMD & 00 for BDL.}}
|-
| 0x0a
| 4
| {{Unknown-left|Unknown model setting, always FFFF0000.}}
|-
| 0x0c
| 4
| {{Unknown-left|Unknown model setting, seen to be anywhere from 0001 - 0030.}}
|-
| 0x10
| 4
| Number of coordinates in VTX1 section.
|-
| 0x14
| 4
| Offset location relative to beginning of section (After the length of section, typically location 0x18).
|-
| 0x18 ('''O''' = The offset)
| 2
| {{Unknown-left|Unknown setting (Always 00 10).}}
|-
|}
The next part of the INF1 section describes the scene graph of the file, it controls what references what. It starts immediately after 0x18 in the INF1 section. There can be many of these and they go in order:
{| class="wikitable"
|-
! Offset
! Size
! Description
|-
| 0x00 + '''O'''
| 4
| {{Unknown-left|'''Unknown'''.}}
|-
| 0x04 + '''O'''
| 4
| {{Unknown-left|'''Unknown'''.}}
|-
| 0x08 + '''O'''
| 4
| {{Unknown-left|'''Unknown'''.}}
|-
| 0x0a + '''O'''
| 4
| {{Unknown-left|'''Unknown'''.}}
|-
| 0x0e + '''O''' ('''O2''' = This Offset)
| 4
| {{Unknown-left|'''Unknown'''.}}
|-
|}
The end of this section:
{| class="wikitable"
|-
! Offset
! Size
! Description
|-
| 0x00 + '''O2'''
| '''O2 - Start of VTX1 Section
| Attempts to spell '......This is padding data to align' until the beginning of the '''VTX1''' section in ASCII.
|-
| colspan=4 {{unknown|End of INF1 Section}}
|-
|}
=== VTX1 ===
The VTX1 sections stores the vertex arrays for positions, colors, normals and texture coordinates. Additionally, it stores the data format in which these arrays are stored.
{| class="wikitable"
|-
! Offset
! Size
! Description
|-
| 0x00
| 4
| Section name: 'VTX1' in ASCII.
|-
| 0x04
| 4
| Size of section in bytes.
|-
| 0x08
| 4
| Offset location of the array data.
|-
| 0x0c
| 4
| Offset relative to the start of the 'VTX1' section (Always 0A if VTX1 section begins 0xFF).
|-
| colspan=4 {{unknown|End of section header, beginning of array format}}
|-
|}
The next section of the VTX1 section describes the array format, this section can be used many times.
{| class="wikitable"
|-
! Offset
! Size
! Description
|-
| 0x00
| 4
| ArrayType. (See VTX1 [[#ArrayType|Array Types]], the last array always seems to have 0x000000ff here)
|-
| 0x04
| 4
| ComponentCount. Effects DataType, 00 = Component [[#Type 1|Type 1]], 01 = Component [[#Type 2|Type 2]]
|-
| 0x08
| 4
| DataType. (See VTX1 [[#CompType|Component Types]])
|-
| 0x09
| 1
| Position of decimal point, has only been seen to be 00, 07, 08, 0b & 0e.
|-
| 0x0a
| 1
| {{Unknown-left|'''Unknown'''. Always FF}}
|-
| 0x0b
| 2
| {{Unknown-left|'''Unknown'''. Always FF FF}}
|-
| colspan=4 {{unknown|End of array format}}
|-
|}
If there are five arrays or less, then immediately after the last array this will appear, and likewise if it exceeds five then it will not:
{| class="wikitable"
|-
! Size
! Description
|-
| 0A
| Spells 'This is padding ' in ASCII
|-
|}
From here the VTX1 sections stores Vertex Data, until the beginning of the next section.
=== EVP1 ===
This section is what contains the weight data for vertex skinning.
{| class="wikitable"
|-
! Offset
! Size
! Description
|-
| 0x00
| 4
| Section name: 'EVP1' in ASCII.
|-
| 0x04
| 4
| Size of section in bytes.
|-
| 0x06
| 2
| What it should count (See [[#Count|EVP1 Count Index]]
|-
| 0x08
| 2
| Padding (FF)
|-
|}
== Format Values ==
Here are specific values and their meanings are listed for various sections.
=== VTX1 ===
Known values for VTX1.
==== ArrayType ====
{| class="wikitable"
|-
! Value
! Reference
! Description
|-
| 0x00
| 'POSITION_MATRIX_INDEX'
|
|-
| 0x01
| 'TEX0_MATRIX_INDEX'
|
|-
| 0x02
| 'TEX1_MATRIX_INDEX'
|
|-
| 0x03
| 'TEX2_MATRIX_INDEX'
|
|-
| 0x04
| 'TEX3_MATRIX_INDEX'
|
|-
| 0x05
| 'TEX4_MATRIX_INDEX'
|
|-
| 0x06
| 'TEX5_MATRIX_INDEX'
|
|-
| 0x07
| 'TEX6_MATRIX_INDEX'
|
|-
| 0x08
| 'TEX7_MATRIX_INDEX'
|
|-
| 0x09
| 'POSITION'
| Texture position
|-
| 0x0a
| 'NORMAL'
| This effects the direction of the normals
|-
| 0x0b
| 'COLOR0'
| Vertex Colour Channel 1
|-
| 0x0c
| 'COLOR1'
| Vertex Colour Channel 2
|-
| 0x0d
| 'TEX0'
|
|-
| 0x0e
| 'TEX1'
|
|-
| 0x0f
| 'TEX2'
|
|-
| 0x10
| 'TEX3'
|
|-
| 0x11
| 'TEX4'
|
|-
| 0x12
| 'TEX5'
|
|-
| 0x13
| 'TEX6'
|
|-
| 0x14
| 'TEX7'
|
|-
| 0x15
| 'POSITION_MATRIX_ARRAY'
|
|-
| 0x16
| 'NORMAL_MATRIX_ARRAY'
|
|-
| 0x17
| 'TEXTURE_MATRIX_ARRAY'
|
|-
| 0x18
| 'LIT_MATRIX_ARRAY'
|
|-
| 0x19
| 'NORMAL_BINORMAL_TANGENT'
|
|-
| 0x1a
| 'MAX_ATTR'
|
|-
| 0xff
| 'NULL_ATTR'
|
|-
|}
==== CompType ====
===== Type 1 =====
This may be used in DataType if ComponentType is set to 00:
{| class="wikitable"
|-
! Value
! Reference
! Description
|-
| 0x00
| 'U8'
|
|-
| 0x01
| 'S8'
|
|-
| 0x02
| 'U16'
|
|-
| 0x03
| 'S16'
|
|-
| 0x04
| 'F32'
|
|-
|}
===== Type 2 =====
This may be used in DataType if ComponentType is set to 01:
{| class="wikitable"
|-
! Value
! Reference
! Description
|-
| 0x00
| 'RGB565'
|
|-
| 0x01
| 'RGB8'
|
|-
| 0x02
| 'RGBX8'
|
|-
| 0x03
| 'RGBA4'
|
|-
| 0x04
| 'RGBA6'
|
|-
| 0x05
| 'RGBA8'
|
|-
|}
=== EVP1 ===
Known values for EVP1.
==== Count ====
{| class="wikitable"
|-
! Value
! Description
|-
| 0x00
| Counts each bone
|-
| 0x01
|
|-
| 0x02
|
|-
| 0x01
|
|-
|}
{{source|[http://wiki.tockdom.com/wiki/BMD_and_BDL_(File_Format) Custom Mario Kart Wiiki]}}
[[Category:Under Construction]]
[[Category:File Format/Other]]
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===Summary===
'''MDL files can be partially edited, only through a hex editor. It can be extracted but not imported.'''
In Luigi Mansion , MDL model files are used for character models, such as Luigi, E. Gadd, and the ghosts.
===Format Information===
Don't confuse the MDL format to be the same as others, as they are different.
'''Original MDL doc is below the wikitables.'''
{| class="wikitable"
|-
! Offset
! Integer
! Use
! Description
|-
| 0x00
| u8
| Flag
| Determines how data is read (98 = Tri-Strips)
|-
| 0x01
| u8
| Null
| Null byte
|-
| 0x02
| u8
| Data Total
| Total Data
|-
| 0x03
| u8
| Matrix Index
| Index of the Bone Matrix
|-
| 0x04
| u8
| Index
| Could be TexCood0 Matrix Index
|-
| 0x05
| u8
| Index
| Could be TexCood1 Matrix Index
|-
|}
===Data Structures===
{| class="wikitable"
|-
! Offset
! Integer
! Use
! Description
|-
| 0x00
| u16
| Vertex Index
| Index of Vertice for Mesh
|-
| 0x02
| u16
| Normal Index
| Index of Normal for Mesh (if present)
|-
| 0x04
| u16
| Color Index
| Index of Vertex Color for Mesh (if present)
|-
| 0x06
| u16
| U Index
| Index of U Coordinate for TexCoords
|-
| 0x08
| u16
| V Index
| Index of V Coordinate for TexCoords
|-
|}
{| class="wikitable"
|-
! uint
! Description
|-
| uint8
| matrix index
|-
| uint8
| texcoord0 matrix index?
|-
| uint8
| texcoord1 matrix index?
|-
| uint16
| position index
|-
| uint16
| normal index (only present if the model has normals)
|-
| uint16
| color index (only present if the model has colors)
|-
| uint16
| texcoord index (only present if the model has texcoord)
|-
|}
<pre>
0x00 u8 Flag //Determines how data is read (98 = Tri-Strips)
0x01 u8 Null //Null byte
0x02 u8 Data Total //Total Data
0x03 u8 Matrix Index //Index of the Bone Matrix
0x04 u8 Index //Could be TexCood0 Matrix Index
0x05 u8 Index //Could be TexCood1 Matrix Index
--Data Structures--
0x00 u16 Vertex Index //Index of Vertice for Mesh
0x02 u16 Normal Index //Index of Normal for Mesh (if present)
0x04 u16 Color Index //Index of Vertex Color for Mesh (if present)
0x06 u16 U Index //Index of U Coordinate for TexCoords
0x08 u16 V Index //Index of V Coordinate for TexCoords
uint8 - matrix index
uint8 - texcoord0 matrix index?
uint8 - texcoord1 matrix index?
uint16 - position index
uint16 - normal index (only present if the model has normals)
uint16 - color index (only present if the model has colors)
uint16 - texcoord index (only present if the model has texcoords)
</pre>
{{source|SpaceCats}}
[[Category:Under Construction]]
[[Category:File Format/LM]]
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===Summary===
'''MP files can be fully edited. It can be extracted and (custom) imported.'''
In Luigi Mansion , MP files are the collision maps, to make sure Luigi doesn't accidentally go through walls and so on.
===Format Information===
The MP are the collision map format used in Luigi's Mansion.
The following wikitable have been interpreted from the Luigi's Mansion Collision MP list written by ItsEasyActually. It may not be accurate to the list exactly.
===Header===
{| class="wikitable"
|-
! Offset
! Integer
! Description
|-
| 0x00
| float3
| Position
|-
| 0x12
| float3
| Rotation
|-
| 0x24
| float3
| Scale
|-
| colspan=4 {{unknown|End of header}}
|-
|}
===Data Header===
{| class="wikitable"
|-
! Offset
! Integer
! Description
|-
| 0x00
| ui32
| Vertex Buffer Offset
|-
| 0x04
| ui32
| Unknown1 (Directly after Vert Buffer)
|-
| 0x08
| ui32
| Unknown2 (After Unknown1)
|-
| 0x0C
| ui32
| Face Data Offset
|-
| 0x10
| ui32
| Unknown3 (Directly after Face Data)
|-
| 0x14
| ui32
| Unknown4 (Same as Unknown3)
|-
| 0x18
| ui32
| Unknown4 Unknown5 (After Unknown3/Unknown4)
|-
| colspan=4 {{unknown|End of Data header}}
|-
|}
===Vertex Buffer===
(Undefined length)
{| class="wikitable"
|-
! Offset
! Integer
! Description
|-
| 0x00
| float3
| X,Y,Z Position
|-
|}
===Unknown1===
It's structured. The data aligns to 12 byte rows.
===Unknown2===
The data aligns directly to 24 byte structures.
{| class="wikitable"
|-
! Offset
! Integer
|-
| 0x00
| ui16
|-
| 0x02
| ui16
|-
| 0x04
| ui16
|-
| 0x06
| ui16
|-
| 0x08
| ui16
|-
| 0x0A
| ui16
|-
| 0x0C
| ui16
|-
| 0x0E
| ui16
|-
| 0x10
| byte4
|-
| 0x14
| byte4
|-
|}
===Unknown3===
Structures seem to be mostly null, but when data is seen, it's usually in ui32 structures.
===Face Data===
Structures begin with <tt>0xFFFF</tt>, which signifies the beginning of a set of face data. The face data itself is either in tri-fan or tri-strips, and another 0xFFFF signifies when it ends and a new set begins. When you reach a <tt>0xFFFFFFFF</tt>, the data ends.
{| class="wikitable"
|-
! Offset
! Integer
|-
| 0x00
| ui16 v1
|-
| 0x02
| ui16 v2
|-
| 0x04
| ui16 v3
|-
| 0x06
| ui16 normal
|-
| 0x08
| ui16 n1
|-
| 0x0A
| ui16 n2
|-
| 0x0C
| ui16 n3
|-
| 0x0E
| ui16 unk4
|-
| 0x12
| float unk5
|-
| 0x14
| u16 unk6
|-
| 0x16
| u16 unk7
|-
|}
===Unknown5===
{| class="wikitable"
|-
! Offset
! Integer
!
|-
| 0x00
| u16
| xFFFF
|-
| 0x02
| ui8
| x0A
|-
| 0x00
| ui8
| x40
|}
The beginning is full of <tt>0xFFFF0A</tt> and <tt>0x40</tt> takes up the end of the structure.
===Misc===
{| class="wikitable"
|-
! Offset
! Integer
|-
| 0x24
| vertex offset
|-
| 0x26
| unk1
|-
| 0x28
| face offset
|-
| 0x30
| unk2
|-
|}
vert count = unk1 - vertoffset/12
face count = unk2 - faceoffset/24
===Luigi's Mansion MP Doc===
<pre>
Luigi's Mansion Collision Format (.mp files) Written by ItsEasyActually
--Header--
0x00 float3 Position
0x12 float3 Rotation
0x24 float3 Scale
--Data Header--
0x00 ui32 Vertex Buffer Offset
0x04 ui32 Unknown1 (Directly after Vert Buffer)
0x08 ui32 Unknown2 (After Unknown1)
0x0C ui32 Face Data Offset
0x10 ui32 Unknown3 (Directly after Face Data)
0x14 ui32 Unknown4 (Same as Unknown3) *From my research*
0x18 ui32 Unknown5 (After Unknown3/Unknown4)
--Vertex Buffer-- (Undefined length)
0x00 float3 X,Y,Z
Vert Total = (Unknown1-Vertex Buffer Offset)/12
--Unknown1--
It's structured, but I have no idea what. The data aligns to 12 byte rows.
--Unknown2--
0x00 ui16
0x02 ui16
0x04 ui16
0x06 ui16
0x08 ui16
0x0A ui16
0x0C ui16
0x0E ui16
0x10 byte4
0x14 byte4
The data aligns directly to 24 byte structures. I have no idea what they do, but the structures resemble what I formatted them as.
--Face Data--
FF FF [Face Data] FF FF [Face Data] FF FF FF FF
Structures begin with 0xFFFF, which signifies the beginning of a set of face data. The face data itself is either in tri-fan or tri-strips, and another 0xFFFF signifies when it ends and a new set begins. When you reach a 0xFFFFFFFF, the data ends.
--Unknown3--
Structures seem to be mostly null, but when data is seen, it's usually in ui32 structures (I think)
--Unknown5--
0x00 ui16 xFFFF
0x02 ui8 x0A
0x00 ui8 x40
The beginning is full of 0xFFFF0A and 0x40 takes up the end of the structure. They seem to be related in size somehow, but I'm not entirely sure how.
---Update by SpaceCats and arookas---
0x24 - vertex offset
0x26 - unk1
0x28 - face offset
0x30 - unk2
vert count = unk1 - vertoffset/12
face count = unk2 - faceoffset/24
--Face Data--
0x00 - u16 v1
0x02 - u16 v2
0x04 - u16 v3
0x06 - u16 normal
0x08 - u16 n1
0x0A - u16 n2
0x0C - u16 n3
0x0E - u16 unk4
0x12 - float unk5
0x14 - u16 unk6
0x16 - u16 unk7
</pre>
[[Category:File Format/LM]]
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Created page with "<pre> Param Doc Gameguide and luigim1 baby = Chauncy ball1 = Fake Boss Chauncy Ball ball2 = Real Boss Chauncy Ball banaoba = Garbage Can Ghost bat1 = Purple Bat bat2..."
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<pre>
Param Doc
Gameguide and luigim1
baby = Chauncy
ball1 = Fake Boss Chauncy Ball
ball2 = Real Boss Chauncy Ball
banaoba = Garbage Can Ghost
bat1 = Purple Bat
bat2 = Yellow Bat
bbaby = Boss Chauncy
bfire = Bogmire
bomb1 = Spark Ghost
bone1 = Bone that the Skeleton Ghosts Throw
boy1 = Orville
boy2 = Henry
bshadow2 = Small Bogmire Shadow
builder = Biff Atlas
dancer = Boy Floating Whirlinda
dancer2 = Lady Floating Whirlinda
demobak1 = Gold Ghosts in the beginning Foyer Cutscene
denwa = Uncle Grimmly
dog01 = Spooky
doll1 = Blue Clockwork Soldier
doll2 = Pink Clockwork Soldier
doll3 = Green Clockwork Soldier
eater = Mr. Luggs
ebone = Spooky's Bone
eldoor01 = Fire Door (Kitchen)
eldoor02 = Fire Door (Tea Room)
elfire = Fire Elemental Spirit
elice = Ice Eelemental Spirit
elwater = Water Elemental Spirit
eskul = Mr. Bones
fakedoor = Fake Door in F1 and F2 Hallways
fat = Miss Petunia
father = Neville
fkdoor2 = Fake Doors In Attic
fkdoor3 = Fake door in Laundry Room
gaka = Vincent Van Gore
girl = Sue Pea
goldrat0 = F1 Hallway Gold Rat
goldrat1 = F2 Hallway Gold Rat
goldrat2 = Kitchen Gold Rat
goldrat3 = Tea Room Gold Rat
goldrat4 = Hidden Treasure room B
goldrat5 = Dining Room Gold Rat
goldrat6 = Fortune Teller's Room Gold Rat
goldrat7 = Study Gold Rat
goldrat8 = Tea Room Gold Rat
goldrat9 = Safari Room Gold Rat
heymask = Ghost Guy Mask
heymask2 = Ghost Guy Mask
heypo1 = Red Ghost Guy
heypo2 = Green Ghost Guy
heypo3 = Light Yellow Ghost Guy
heypo4 = Brown Ghost Guy
heypo5 = Orange Ghost Guy
heypo6 = Yellow Ghost Guy
heypo7 = Pink Ghost Guy
heypo8 = Purple Ghost Guy
heypo9 = Blue Ghost Guy (Unused)
heypo10 = Light Blue Shy Guy (Unused)
htama1 = Ball In Billards Room
htama2 = Ball In Billards Room
htama3 = Ball In Billards Room
htama4 = White Ball in Billards Room
htubone = Jarvis
hustler = Slim Bankshot
ibookb = Flying Book in Nana's room
ibookr = Flying Book in Study Room
ifly = Flying Frying Pan
ikuma1 = Teddy Bear in Nursery
inabe = Flying Small Cooking Pot
itembomb = Big Bomb
itemboms = Small Bomb
iyapoo1 = Storage Room Speedy Spirit
iyapoo2 = Billards Room Speedy Spirit
iyapoo3 = Dining Room Speedy Spirit
iyapoo4 = Study Speedy Spirit
iyapoo5 = Twins Room Speedy Spirit
iyapoo6 = Nanas Room Speedy Spirit
iyapoo7 = Kitchen Speedy Spirit
iyapoo8 = Hidden Treasure Room B Speedy Spirit
iyapoo9 = Rec Room Speedy Spirit
iyapoo10 = Wardrobe Room Speedy Spirit
iyapoo11 = Cellar Room Speedy Spirit
iyapoo12 = Breaker Room Speedy Spirit
iyapoo13 = Hidden Treasure Room A Speedy Spirit (Blackout)
iyapoo14 = Conservatory Speedy Spirit (Blackout)
iyapoo15 = Nursery Speedy Spirit (blackout)
iyapoo16 = Unused Speedy Spirit (Working actors)
iyapoo17 = Unused Speedy Spirit (Working actors)
iyapoo18 = Unused Speedy Spirit (Working actors)
iyapoo19 = Unused Speedy Spirit (Working actors)
iyapoo20 = Unused Speedy Spirit (Working actors)
iyapoo21 = Unused Speedy Spirit (Deleted actors)
iyapoo22 = Unused Speedy Spirit (Deleted actors)
iyapoo23 = Unused Speedy Spirit (Deleted actors)
iyapoo24 = Unused Speedy Spirit (Deleted actors)
iyapoo25 = Unused Speedy Spirit (Deleted actors)
kopabom = Bowser Bomb
kptelesa = King Boo
lheart = Large Heart
mapoo1 = Purple Puncher
mapoo2 = Elemental Purple Puncher
mgyapoo1 = Training Room Gold Ghost
mkinoko = Poison Mushroom
mopoo1 = Blue Twirler
mopoo2 = Blue Blaze (Elemental Blue Twirler)
mother = Lydia
obaasan = Nana
okami1 = Piano Sheets from Melody Pianissima
otub1 = Jarvis' Jar #1
otub2 = Jarvis' Jar #2
otub3 = Jarvis' Jar #3
otub4 = Jarvis' Jar #4
otub5 = Jarvis' Jar #5
oufo1 = Tea Room Plate
oufo2 = Tea Room Plate #2
painist = Melody Pianissima
piero1 = Red Clown Doll
piero2 = Blue Clown Doll
poo1 = Purple Flying Fish
poo2 = Green Flying Fish
putcher1 = Bowling Ghost
rat1 = Blue Rat
rat2 = Pink Rat (Unused)
rat3 = Purple Rat
sheart = Small heart
situji = Shivers The Butler
skul = Skeleton Ghost
snowman = Sir Weston
star = Meteor Ghost
tabemono = Mr. Luggs' Food with Plate
telesa = Boo
telesa1 = Boolossus
tenjyo = Purple Bomber
tenjyo2 = Ceiling Surprise
tomato = Bowling Ball
topoo1 = Red Grabber Ghost
topoo2 = Cyan Grabber Ghost
topoo3 = Purple Grabber Ghost
topoo4 = Pine Grabber Ghost
tubone = Jarvis
uranai = Madame Clairvoya
waiter = Mr. Luggs' Waiter
yapoo1 = Gold Ghost
yapoo2 = Elemental Gold Ghost
</pre>
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Luigi's Mansion:Docs/Skybox List
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The skybox models are located in the '''Iwamoto''' directory. From there, you will find <tt>.szp</tt> files with ''vr'' in front of the filename. Those are the skyboxes.
===List===
{| class="wikitable"
|-
! Model
! Description
! Size
|-
| colspan=4 {{unknown|}}
|-
| <tt>vrball_B.szp</tt> || [[File:LM_BossSkybox.png|'''Boss''' ghost background.]]. || 42KB
|-
| <tt>vrball_M.szp</tt> || [[File:LM_MansionSkybox.png|'''Mansion''' exterior background.]] ||23KB
|-
| <tt>vrball_M.szp</tt> || [[File:LM_BowserSkybox.png|'''Bowser''' battle background.]] || 62KB
|-
| colspan=4 {{unknown|}}
|-
|}
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Luigi's Mansion:Docs/Textbox Colors
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'''Luigi's Mansion: Textbox Colors Doc:<br />'''
luigim1<br />
===Dialog Text Color Values===
{| class="wikitable"
|-
! Value
! Color
|-
| <center>'''(0)'''</center> ||style="background: #FFF;"|<center><span style="color:#000">'''White''' </span></center>
|-
| <center>'''(1)'''</center> ||style="background: #5aff67;"|<center><span style="color:#000"> '''Green''' </span></center>
|-
| <center>'''(2)'''</center> ||style="background: #d14949;"|<center><span style="color:#FFF"> '''Red''' </span></center>
|-
| <center>'''(3)'''</center> ||style="background: #ffb45a;"|<center><span style="color:#000"> '''Orange''' </span></center>
|-
| <center>'''(4)'''</center> ||style="background: #000;"|<center><span style="color:#FFF"> '''Black''' </span></center>
|-
| <center>'''(5)'''</center> ||style="background: #1979e6;"|<center><span style="color:#FFF"> '''Blue''' </span></center>
|-
| <center>'''(6)'''</center> ||style="background: #1de2da;"|<center><span style="color:#000"> '''Sky Blue''' </span></center>
|-
| <center>'''(7)'''</center> ||style="background: #f4f459;"|<center><span style="color:#000"> '''Yellow''' </span></center>
|}
===Syntax===
In the CSV, you should use it like this:
<pre>
<WINDOW>(0)<COLOR>(0)<SPEAK>(0)
</pre>
[[Category:Under Construction]]
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Note: <WINDOW>(0) Is the same as <WINDOW>(1).
{|class="wikitable" style="text-align: center; margin-left: auto; margin-right: auto; min-width: 500px;"
!<WINDOW>(1)
!<WINDOW>(2)
!<WINDOW>(3)
|-
|[[File:LM-WindowDoc1.png|300px]]
|[[File:LM-WindowDoc2.png|300px]]
|[[File:LM-WindowDoc3.png|300px]]
|}
{{clear}}
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Luigi's Mansion:Notes
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{{notes|game=Luigi's Mansion}}
=DataCrystal=
source: http://datacrystal.romhacking.net/wiki/Luigi%27s_Mansion:Notes
* The text string offset can be found here: 0x49C3DA66 (see [[Luigi's_Mansion#Text_Viewing_Tools|Text Viewing Tools]])
'''File Renders For Reference'''<br>
* https://www.dropbox.com/sh/z83114047wdd5mx/YLTMxamjM0
'''Discussions'''<br>
* [http://www.vg-resource.com/showthread.php?tid=18573 Old discussion on .MDL Format]
* [http://luigibmansion.proboards.com/index.cgi?board=general&action=display&thread=74 Luigi's Bigger Mansion - Catley's LM Thread - Discussion and Analysis]
* [http://board.gscentral.org/retro-hacking/44262.htm GSCentral - Luigi's Mansion (GCN/AR/PAL) (Codes)]
* [http://web.archive.org/web/20131009054406/http://board.gscentral.org/retro-hacking/44262.htm Archive.org of above link]
* [http://www.mediafire.com/view/i5f97ugrp51o3ts/Luigi's_Mansion_codes.txt koopatroop's archive of some (or all) of above codes]
==Codes to find unused things==
<pre>
Heypoo (Shyguy Ghost) Modifier
Red Heypoo
0432C8A4 000000xx
424C67E8 39A104rr
424C67E8 39A2ggbb
Green Heypoo
0432C8C0 000000xx
424C67E8 3C0104rr
424C67E8 3C02ggbb
White Heypoo
0432C8DC 000000xx
424C67E8 3D2304rr
424C67E8 3D24ggbb
Brown Heypoo
0432C8F8 000000xx
424C67E8 3E4304rr
424C67E8 3E44ggbb
Orange Heypoo
0432C914 000000xx
424C67E8 3F6304rr
424C67E8 3F64ggbb
Yellow Heypoo
0432C930 000000xx
424C67E8 408304rr
424C67E8 4084ggbb
Pink Heypoo
0432C94C 000000xx
424C67E8 41A304rr
424C67E8 41A4ggbb
Purple Heypoo
0432C968 000000xx
424C67E8 42C304rr
424C67E8 42C4ggbb
xx = Heypoo Color ID
rrggbb = Heypoo Shader Color
Color IDs
00 - Red
01 - Cyan (Beta)
02 - Green
03 - White
04 - Brown
05 - Orange
06 - Yellow
07 - Pink
08 - Purple
09 - Blue (Beta)
Shader Colors
F23E29 - Red
5ACBE1 - Cyan (Beta)
048B00 - Green
F5FBE4 - White
965A0A - Brown
F19726 - Orange
FFF200 - Yellow
F06EAA - Pink
92278F - Purple
2058FB - Blue (Beta)
</pre>
* Unused 50hz/60hz option?, PAL:
KCED-BMQJ-0BFCT
EY89-PWYK-HMDDT
CBQC-XMBA-WK2XW
* Possible other debug?, PAL:
*Debug Info On/Off (Press L + DPad Left/Right)
<pre>
7W6Y-224R-41AY4
4VPN-H31V-F335H
ZUJF-CH2W-0JHXF
E9G6-Z2A4-2ATW6
VRUT-UU4N-J1X6T
</pre>
*Debug Frames On/Off (Press L + DPad Up/Down)
<pre>
DJRM-TPCR-AGCAA
5FT4-NYF4-7GA0M
KD5B-UUJW-CFGQW
2V7D-6JY6-9U51K
R7AW-K4DA-ZAF12
</pre>
*Debug Vectors On/Off (Press A + DPad Left/Right)
<pre>
7YT6-50EG-FDA1M
52ZQ-66U0-ZY4UV
QH8U-3JWP-QYJGG
9V1K-UVJ9-4DJAW
P68Y-EZCZ-2RGXK
</pre>
*Debug Font Test On/Off (Press B + DPad Left/Right)
<pre>
V861-8HNX-QG8WD
JGMU-8VJX-ER6XC
HPQ2-08BY-BD914
BT1U-WZ4J-HXZ18
PN15-DXN5-CZ8GF
NQ61-PMA9-4J4AU
</pre>
*Debug Icon Test On/Off (Press R + DPad Left/Right)
<pre>
MUNQ-CWCM-QPHCM
WT5U-Y78D-X6D64
TY32-MPYF-Y6CU9
24VH-FYP8-9U2ZU
Y5UZ-7XYF-6KQ88
</pre>
*Debug Icon Test v2 (Press R + DPad Left/Right/Up/Down)
<pre>
8VGF-5AYH-UZ21Y
29VJ-JUZC-R6GBG
6PBM-Q37U-Q7M0T
Z8N0-9VW0-XNJJB
UDFK-5KPF-9RBA3
6PBM-Q37U-Q7M0T
GVZK-KVJT-TMXTT
J6BH-C4FF-RHJ5Y
Y5UZ-7XYF-6KQ88
QD9Z-6B93-0JCG9
6PBM-Q37U-Q7M0T
3D8R-AKPF-RNFZQ
R + DPad Left = Icons
R + DPad Right = Numbers
R + DPad Up = EMeter
R + DPad Down = Disable
</pre>
<pre>
Model modifier?
040651E0 380000XX
</pre>
<pre>
Riding Poltergust modifier
040BAD0C 380000XX
0 - Normal
1 - Riding it
PAL only. Can't seem to find it in the other versions.
(The riding poltergust was a feature added in the PAL version of the game)
</pre>
<pre>
Wall knocking sfx modifier?
041909E4 388000XX
0F - Normal
</pre>
==Bogmire Shadows==
I looked at two Bogmire Shadow archives, and here is what I found:
* bshadow2 lacks a ''bas/'' directory (shaders? What?)
* The two models are virtually identical, with only a few point-ordering differences between them.
* I have a feeling these are both used in some way, like for the shadow effect or shadow ball or something
==Model Archives==
<pre>
baby - Chauncey.
babyball - Chauncey's ball.
ball - appearance of the meteor ghost. has animations: normal, x[_]rotatio[n], y[_]scale, y[_]scarote, z[_]scale, z[_]scarote . Has textures: yellow eye, small blue body , small red mouth , blue body, orange body, purple body, pink body. Has a geb and four txp .
banaoba - Garbage Can ghost.
barbell - Exercise instrument.
bat - not baseball bat, the flying creepy kind of bat.
bball - the same as babyball but with a third white texture
beam - a particle effect maybe, unused?
bfire - Bogmire
blossom - the plant in the garden-outside the kitchen.
bmario - unused Mario
bomb - those red spikey things that lurk in hallways
bone - bone prop for Mr. Bones.
bottle01 - wine bottle
boy - henry and orville's model.
bshadow - Bogmire shadow.
bshadow2 - unused copy, or is it different?
builder - Biff Atlas
candle - it's a candle
car - Henry drives this when you have to capture Henry and Orville.
dancer - this man really has a heart-on for his partner.
dancer2 - dancer's partner.
demobak1 - Gold Ghost, assuming this is used in the "Meeting E. Gadd" sequence.
denwa - uncle grimly, scary guy.
dhakase - Professor Elvin Gadd!
dhakase2 - Professor Elvin Gadd...2?
dkikai - Part of E. Gadd's machine
dkoppa - Bowser's dynamic model, this is used at one of the final sequences in the game.
dluige01 - Demo Luigi, uno! Default expression: neutral
dluige02 - Demo Luigi, dos! Default expression: open mouth
dluige03 - same as 01. unused?
dmario - Demo Mario, used in...demos.
dog - The beloved Spooky!
doll - A toy soldier ghost, how adorable. :3
door - Derp
door2 - Herp
door3 - Flerp
dummy - Just a dummy model (empty - a lot of games have these)
dust - a pile of dust.
dwaku - The vent on Egadd's portrait machine
eater - Mr. Luggs the glutton!
ed07key - Cinematic key model used at the beginning of the game.
ed07rug - a rug used in the opening
edarm - More parts to Gadd's machine.
edashuk - MOAR.
edbet - MOARRRRRRR.
edfuta - MOAR OF DIS.
edsentak - more.
edtv - more.
edusiro - more.
elh - unused creepy monster, in-article
fat - Hey, it's my nothing-for-good mother! Naw, it's Ms. Petunia.
father - Neville, the guy whose always chilling in his study with a glass of Chardonnay.
flag - unused? , rendered
gaka - Vincent Van Gore... and people wonder why I have such a strange love for this game.
gameboy - you were the coolest cat on the block if you had one of these, baby.
girl - Sue Pea, that freaky-ass chick that sleeps upside down. She also has a tendency to wet the bed...
gun - a cork rifle that is associated with doll.
hcue - Slim Bankshot's cue balls
heart - y'know, one of the most vital organs in your body that keeps you alive, also the symbol of love.
heylance - Shy Guy's weapon of choice. I guess they like their Italian kabobs!
heymask - Shy Guy's mask. Wonder what they look like behind that mask...
heypo - Shy Guy! (flailflail)
htama - Slim Bankshot's ball model
hustler - Slim Bankshot, this man will give you a run for your money!
ibook - Apple's newest product! Now with 100% more i! It's a simple rectangle.
ibox - The box model used in henry and orville's hide and seek minigame
ifly - Frying pan.
ikuma - an adorable little teddy bear, that is until it starts hurdling against you.
inabe - You cook food in this specific type of pot.
iphone - The phone in the telephone room
isu - Neville's rocking chair.
isu2 - Nana's rocking chair.
kareki - A brown plant. unused? , rendered
kere - a box, unused? , rendered
key01 - REPLACE USING GAMESHARK CODES. Does not convert using mdl to obj. Is probably the normal key?
key02 - Chauncy's key , rendered
key03 - Bogmire's key , rendered
key04 - Boolossus's Key , rendered
key05 - Vincent Van Gore's key for the altar:
kiarm - More of E. Gadd's machine? unused?
kiashuk - more of above. unused?
kibak01 - a generic crate.
kibet - Machine parts.
kifuta - more unused?
kinopio - Toad!
kisentak - E.Gadd machine part, rendered
kitv - more
kiusiro - more
kopabody - Bowser's body without head, rendered, used
kopabom - Bowser's spike bomb, rendered, used
kopahead - Bowser's disembodied head! Grawr!, unused?
kopakage - Bowser's shadow? unused?
kopatele - Bowser's head ''and'' King Boo's model, no crown, rendered, used in ghost portrificationizer in ending
kun01 - Machine part.
kun02 - Derp.
lohakase - E. Gadd's model. Used during one of the beginning sequences.
ltelesa - King Boo, no crown, rendered, unused?
luige - Luigi used in gameplay
marioe - Mario's Picture frame. Mario is trapped behind this in-game.
mcap - Mario's hat, and it's been washed recently!
mglove - Mario's glove, ew, it's a little sweaty...
mkinokino - Poison mushroom. DOOK DOOK DOOK.
mletter - L-O-O-K-O-U-T-F-O-R-B-O-O-S-L-U-I-G-I. Mario isn't quite the novelist.
moku - Rocking horse.
mother - Lydia, that woman who is overly obsessed with her hair.
mphand - Luigi's hand for cutscenes. Namely opening doors.
mshoes - Mario's shoe! Ew, it smells like Mario's feet! 2:41 AM 3/24/2012
mstar - Mario's star, a glittering beauty.
namida - means "tear", transparent teardrop, unused?
net - some simple hexagon. unused?
nut - sellin' nuts, hot nuts! It's actually a sprout.
oba00-23 are paintings. No point in listing them. any of them unused?
obaasan - Nana.
obake01 - Gold Ghost
obake02 - Pink/Purple Puncher
obake03 - Blue Twirler
obake04 - Bowling ghost
obasoul - blue teardrop ghost
odoor1-6 are doors, derp. unused?
oere - chequered cuboid. unused?
okami1 - grubby square window with green/brown splats of mud, unused?
okeito1 - nana's ball of thread, pink, yellow and blue textures
otobira - double-door model.
otub1 - a jar for Jarvis , used
otub2 - a jar , used
otub3 - a jar , used
otub4 - a jar , used
otub5 - a jar , used
ofou1 and 2 are plates. unused?
pianist - Melody, the scary piano player.
piero1 and 2 are CLOWN DOLLS ;_;
pillar - a pillar
plane - an airplane! wuuuuuush.
poo - No, not the kind that you're thinking of. This is a spherical ghost (unused?)
rat - well, those things that like cheese and other stuff.
seed - seed for a flower
shadow - unsused bogmire, in article
shower - shower curtain.
situji - Shivers the Butler!
skul - Skeleton ghost! I see you're wearing no pants...
star - appearance of the meteor ghost. Animations: wait . Textures: orange eye , green (unknown use), big red mouth, big orange body , big purple body , big pink body . (texture sizes in comparison with ball . has a geb and no txp
tabemono - food that Mr Luggs, the fat ghost eats
takara1 - treasure chest, consisting of either money or a key.
telball - Boo Ball
telesa - Boo.
telesa2 - Boolossus.
tenjyo - Ceiling Surprise ghost.
tomato - well, this little fruit is in a load of Italian food! unused
topoo - TEH MOLESTUR GHOSSST.
tubone - Jarvis, the disembodied head of ghastliness!
turara - no textures
uranai - Madame Clairvoya.
vbody - the beta Poltergust 3000 model. unused
vhead - the vacuum nozzle
waiter - These cute little guys feed the glutton!
wpair - unused nozzle, in article
wplight - the flashlight model.
wpwater - blue verision of nozzle, in article
yukiyama - Sir Weston, the crazy Minnesotan! Or is he from Alaska...?
zenmai - the clockwork key for doll.
3:02 AM 3/24/2012
</pre>
{{source|Catley/SoapyLemons}}
==Object IDs==
<pre>
Model IDs
Model ID - [Internal Model Name] [Model Archive ID] Model Name
0000 - [luige] [0000] Luigi (Poltergust Strap)
0001 - [waluige] [0000] Ghost Luigi
0002 - [dluige01] [0014] Luigi
0003 - [dluige02] [0015] Luigi
0004 - [dluige03] [0016] Luigi (Poltergust Strap)
0005 - [vbody] [0003] Poltergust 3000
0006 - [vhead] [0001] Poltergust Nozzle (Vaccuum)
0007 - [wplight] [0002] Flashlight
0008 - [wpwater] [0012] Poltergust Nozzle (Blue)
0009 - [wpair] [0013] Poltergust Nozzle (Red)
000A - [gameboy] [0004] GameBoy Horror
000B - [yapoo1] [0019] Orange Yapoo (Gold Ghost)
000C - [yapoo2] [0019] White Yapoo (Temper Terror)
000D - [skul] [001F] Mr. Bones (Skeleton Ghost)
000E - [situji] [0022] Portrait Ghost: Shivers
000F - [candle] [0094] Candlestick (Shivers)
0010 - [mapoo1] [001A] Pink Mapoo (Purple Puncher)
0011 - [mapoo2] [001A] White Mapoo (Flash)
0012 - [mopoo1] [001B] Blue Mopoo (Blue Twirler)
0013 - [mopoo2] [001B] White Mopoo (Blue Blaze)
0014 - [topoo1] [001D] Red Topoo (Red Grabbing Ghost)
0015 - [topoo2] [001D] Cyan Topoo (Cyan Grabbing Ghost)
0016 - [topoo3] [001D] Purple Topoo (Purple Grabbing Ghost)
0017 - [topoo4] [001D] White Topoo (White Grabbing Ghost)
0018 - [putcher1] [001C] Putcher (Bowling Ghost)
0019 - [heypo1] [0021] Red Heypoo (Red Shy Guy Ghost)
001A - [heypo2] [0021] Green Heypoo (Green Shy Guy Ghost)
001B - [heypo3] [0021] White Heypoo (White Shy Guy Ghost)
001C - [heypo4] [0021] Brown Heypoo (Brown Shy Guy Ghost)
001D - [heypo5] [0021] Orange Heypoo (Orange Shy Guy Ghost)
001E - [heypo6] [0021] Yellow Heypoo (Yellow Shy Guy Ghost)
001F - [heypo7] [0021] Pink Heypoo (Pink Shy Guy Ghost)
0020 - [heypo8] [0021] Purple Heypoo (Purple Shy Guy Ghost)
0021 - [tenjyo] [0029] Purple Tenjyo (Purple Bomber)
0022 - [tenjyo2] [0029] White Tenjyo (Ceiling Surprise)
0023 - [banaoba] [002A] Banaoba (Garbage Can Ghost)
0024 - [tubone] [0020] Portrait Ghost: Jarvis (Purple)
0025 - [htubone] [0020] Portrait Ghost: Jarvis (Red)
0026 - [pianist] [0023] Portrait Ghost: Melody Pianissma
0027 - [lohakase] [0048] Elvin Gadd
0028 - [dhakase] [0017] Elvin Gadd (Poltergust Strap)
0029 - [dhakase2] [0018] Elvin Gadd (unused with shorter straps)
002A - [kinopio] [0049] Red Kinopio (Red Toad)
002B - [kinopio2] [0049] Green Kinopio (Green Toad) Unused!
002C - [eater] [002F] Portrait Ghost: Mr. Luggs
002D - [fat] [0030] Portrait Ghost: Miss Petunia
002E - [father] [002C] Portrait Ghost: Neville
002F - [mother] [002D] Portrait Ghost: Lydia
0030 - [obaasan] [002E] Portrait Ghost: Nana
0031 - [boy] [0032] Portrait Ghost: Henry (Red)
0032 - [boy2] [0032] Portrait Ghost: Henry (Purple)
0033 - [dboy] [0032] Portrait Ghost: Orville (Red)
0034 - [dboy2] [0032] Portrait Ghost: Orville (Purple)
0035 - [gaka] [0031] Portrait Ghost: Vincent Van Gore
0036 - [builder] [0033] Portrait Ghost: Biff Atlas
0037 - [hustler] [0034] Portrait Ghost: Slim Bankshot
0038 - [waiter] [0035] Waiter
0039 - [doll1] [0047] Portrait Ghost: Toy Soldier (Blue)
003A - [doll2] [0047] Portrait Ghost: Toy Soldier (Pink)
003B - [doll3] [0047] Portrait Ghost: Toy Soldier (Green)
003C - [demobak1] [001E] Gold Ghost (Heart)
003D - [tomato] [0007] Bowling Ball
003E - [heart] [0005] Ghost Heart
003F - [baby] [0024] Portrait Ghost: Chauncey
0040 - [bbaby] [0024] Portrait Ghost: Chauncey (Boss)
0041 - [babyball] [0025] Giant Ball (Boss)
0042 - [moku] [0026] Rocking Horse (Chauncey's Room)
0043 - [moku2] [0026] Rocking Horse (Boss)
0044 - [bball] [0027] Small Ball (Chauncey's Room)
0045 - [telball] [0028] Boo Ball
0046 - [poo1] [002B] Flying Fish (Purple)
0047 - [poo2] [002B] Flying Fish (Green)
0048 - [ball1] [004E] unused Ghost (Yellow Eyes)
0049 - [ball2] [004E] unused Ghost (Yellow/Cyan Eyes)
004A - [bomb1] [004F] Spirit (Bomb)
004B - [telesa1] [0091] King Boo (Ghost Portrificanizer)
004C - [mgyapoo1] [0019] Orange Yapoo (Gold Ghost)
004D - [kiarm] [003F] Ghost Portrificanizer
004E - [kiashuk] [0040] Ghost Portrificanizer
004F - [kibet] [0041] Ghost Portrificanizer (Floating Tables)
0050 - [kifuta] [0042] Ghost Portrificanizer
0051 - [kisentak] [0043] Ghost Portrificanizer
0052 - [kitv] [0044] Ghost Portrificanizer
0053 - [kiusiro] [0045] Ghost Portrificanizer
0054 - [kun01] [004A] Ghost Portrificanizer
0055 - [kun02] [004B] Ghost Portrificanizer
0056 - [key01] [000B] Key
0057 - [key02] [003B] Heart Key
0058 - [key03] [003C] Club Key
0059 - [key04] [003D] Diamond Key
005A - [key05] [003E] Spade Key
005B - [ed07key] [0039] Key (Intro)
005C - [ed07rug] [003A] Carpet (Intro)
005D - [isu01] [0037] Rocking Chair (Neville)
005E - [isu02] [0038] Rocking Chair (Nana)
005F - [shower] [0046] Shower Shadow (Miss Petunia)
0060 - [oba01n] [00A6] Empty Neville Portrait
0061 - [oba01g1] [00A7] Bronze Neville Portrait
0062 - [oba01g2] [00A8] Silver Neville Portrait
0063 - [oba01g3] [00A9] Gold Neville Portrait
0064 - [oba02n] [00AA] Empty Lydia Portrait
0065 - [oba02g1] [00AB] Bronze Lydia Portrait
0066 - [oba02g2] [00AC] Silver Lydia Portrait
0067 - [oba02g3] [00AD] Gold Lydia Portrait
0068 - [rat1] [004C] Blue Mouse
0069 - [rat2] [004C] Pink Mouse
006A - [rat3] [004C] Purple Mouse
006B - [goldrat1] [004C] Gold Mouse 1
006C - [goldrat2] [004C] Gold Mouse 2
006D - [goldrat3] [004C] Gold Mouse 3
006E - [goldrat4] [004C] Gold Mouse 4
006F - [goldrat5] [004C] Gold Mouse 5
0070 - [bat1] [004D] Purple Bat
0071 - [bat2] [004D] Yellow Bat
0072 - [elfire] [000C] Fire Element
0073 - [elice] [000C] Ice Element
0074 - [elwater] [000C] Water Element
0075 - [elffst] [000C] Fire Elemental Medal
0076 - [elifst] [000C] Ice Elemental Medal
0077 - [elwfst] [000C] Water Elemental Medal
0078 - [dog1] [0050] Portrait Ghost: Spooky
0079 - [observer] [000C] Observer (Invisible Event Trigger)
007A - [takara1] [0011] Small Green Chest
007B - [polter1] [000C] Invisible Trigger
007C - [ibox01] [0052] Pink Box
007D - [ibox02] [0052] Pink Box
007E - [ibox03] [0052] Pink Box
007F - [ibox04] [0052] Pink Box
0080 - [ibox05] [0052] Pink Box (unused? all of these, till end)
0081 - [ikuma1] [0053] Teddy Bear
0082 - [odoor1] [0054] Pink Object
0083 - [odoor2] [0055] Yellow Object
0084 - [odoor3] [0056] Pink Object
0085 - [odoor4] [0057] Pink Object
0086 - [odoor5] [0058] Yellow Object
0087 - [odoor6] [0059] Pink Object
0088 - [otobira] [0087] Large Yellow Object
0089 - [oere] [0088] Square Yellow Object
008A - [kere] [0089] White Object
008B - [okami] [005A] Small Grey Object
008C - [oufo1] [005E] Plate
008D - [oufo2] [005F] Plate
008E - [otub1] [0060] Jar
008F - [otub2] [0061] Jar
0090 - [otub3] [0062] Jar
0091 - [otub4] [0063] Jar
0092 - [otub5] [0064] Jar
0093 - [ifly] [0065] Frying Pan
0094 - [inabe] [0066] Frying Pan
0095 - [ibookb] [0067] Blue Book
0096 - [ibookr] [0067] Book (end)
0097 - [piero1] [0068] Toy Clown (Red)
0098 - [piero2] [0069] Toy Clown (Blue)
0099 - [iphone] [006A] Telephone
009A - [barbell] [006B] Barbell
009B - [car] [006C] Toy Car
009C - [plane] [006D] Toy Plane
009D - [bone1] [0006] Dog Bone
009E - [htama1] [006E] Billiard Ball (1)
009F - [htama2] [006E] Billiard Ball (5)
00A0 - [htama3] [006E] Billiard Ball (4)
00A1 - [htama4] [006E] Billiard Ball (1)
00A2 - [hcue] [006F] Pool Cue
00A3 - [heymask] [000E] Shy Guy Mask (Grey)
00A4 - [heymask2] [000E] Shy Guy Mask (Red & White)
00A5 - [heylance] [000F] Shy Guy Trident
00A6 - [gun] [0071] Musker (Toy Soldiers)
00A7 - [zenmai] [0072] Wind-Up Key (Toy Soldiers)
00A8 - [banana] [0008] Banana Peel
00A9 - [okeito1] [0073] Pink Yarn Ball (Nana)
00AA - [keito1] [0073] Pink Yarn Ball (Animated)
00AB - [keito2] [0073] Blue Yarn Ball (Animated)
00AC - [keito3] [0073] Yellow Yarn Ball (Animated)
00AD - [girl] [0074] Portrait Ghost: Sue Pea
00AE - [tabemono] [0075] Food (Mr. Luggs)
00AF - [eskul] [001F] Mr. Bones (In Pieces)
00B0 - [ebone] [0006] Large Bone
00B1 - [dmario] [0076] Mario
00B2 - [dmario2] [0076] Ghost Mario (unused?)
00B3 - [bmario] [0077] Ghost Mario (Animated) (unused?)
00B4 - [dkoppa] [0078] Partial Bowser (unused?)
00B5 - [bvbody] [0003] Ghost Poltergust 3000
00B6 - [bvhead] [0001] Ghost Poltergust Nozzle (Vaccuum)
00B7 - [bwplight] [0002] Ghost Flashlight
00B8 - [bwpwater] [0012] Ghost Poltergust Nozzle (Blue)
00B9 - [bwpair] [0013] Ghost Poltergust Nozzle (Red)
00BA - [uranai] [0079] Portrait Ghost: Madame Clairvoya
00BB - [denwa] [007A] Portrait Ghost: Uncle Grimmly
00BC - [mcap] [007B] Mario's Hat
00BD - [mstar] [007C] Mario's Star
00BE - [mglove] [007D] Mario's Glove
00BF - [mshoes] [007E] Mario's Shoe
00C0 - [mletter] [007F] Mario's Letter
00C1 - [mkinoko] [0009] Posion Mushroom (unused?)
00C2 - [spearl] [000C] Small Pearl
00C3 - [mpearl] [000C] Medium Pearl
00C4 - [lpearl] [000C] Large Pearl
00C5 - [sapphire] [000C] Sapphire
00C6 - [emerald] [000C] Emerald
00C7 - [ruby] [000C] Ruby
00C8 - [diamond] [000C] White Diamond
00C9 - [cdiamond] [000C] Dark Red Diamond
00CA - [rdiamond] [000C] Large Yellow Diamond
00CB - [gold] [000C] Gold Bar
00CC - [crown] [000C] King Boo's Crown
00CD - [sheart] [000C] Small Heart
00CE - [lheart] [000C] Big Heart
00CF - [itembomb] [0010] Large Bomb
00D0 - [itemboms] [0010] Small Bomb
00D1 - [dancer2] [0093] Portrait Ghost: Female Whirlinda
00D2 - [dancer] [0080] Portrait Ghost: Male Whirlinda
00D3 - [bshadow] [0083] Bogmire duplicate(unused?)
00D4 - [bshadow2] [0084] dark Bogmire
00D5 - [bfire] [0082] Bogmire
00D6 - [bmtelesa] [0090] Boo
00D7 - [bturara] [0085] Ice Puddle
00D8 - [turara] [0085] Ice Puddle
00D9 - [snowman] [0086] Portrait Ghost: Sir Weston
00DA - [lamp] [0009] Posion Mushroom (unused?)
00DB - [ice] [0085] Ice Spike (in Sir Weston's room)
00DC - [btelesa] [0091] Boo (unused?)
00DD - [kptelesa] [0102] Boo (unused?)
00DE - [telesa] [000A] Boo (Makes Game Freeze) (unused?)
00DF - [dkikai] [008E] Ghost Portrificanizer
00E0 - [dwaku] [008F] Ghost Portrificanizer
00E1 - [fakedoor] [005B] Fake Door
00E2 - [fkdoor2] [005C] Fake Door
00E3 - [fkdoor3] [005D] Fake Door
00E4 - [star] [0092] Star Ghost (unused?)
00E5 - [kopahead] [0095] Bowser's Head
00E6 - [kopabody] [0096] Bowser's Body
00E7 - [kopabom] [0097] Bowser's Spike Bomb
00E8 - [kopakage] [0098] Bowser's Shadow
00E9 - [pillar] [0099] Pillar (King Boo)
00EA - [soundobj] [000D] Sound Object (Invisible Sound Trigger)
00EB - [seed] [008A] Seed
00EC - [blossom] [008B] Plant
00ED - [nut] [008C] Nut
00EE - [kareki] [008D] Rotten Plant
00EF - [iyapoo1] [0019] Speedy Spirit 1
00F0 - [iyapoo2] [0019] Speedy Spirit 2
00F1 - [iyapoo3] [0019] Speedy Spirit 3
00F2 - [iyapoo4] [0019] Speedy Spirit 4
00F3 - [iyapoo5] [0019] Speedy Spirit 5
00F4 - [iyapoo6] [0019] Speedy Spirit 6
00F5 - [iyapoo7] [0019] Speedy Spirit 7
00F6 - [iyapoo8] [0019] Speedy Spirit 8
00F7 - [iyapoo9] [0019] Speedy Spirit 9
00F8 - [iyapoo10] [0019] Speedy Spirit 10
00F9 - [iyapoo11] [0019] Speedy Spirit 11
00FA - [iyapoo12] [0019] Speedy Spirit 12
00FB - [iyapoo13] [0019] Speedy Spirit 13
00FC - [iyapoo14] [0019] Speedy Spirit 14
00FD - [iyapoo15] [0019] Speedy Spirit 15
00FE - [iyapoo16] [0019] Speedy Spirit 16 (Unused)
00FF - [iyapoo17] [0019] Speedy Spirit 17 (Unused)
0100 - [iyapoo18] [0019] Speedy Spirit 18 (Unused)
0101 - [iyapoo19] [0019] Speedy Spirit 19 (Unused)
0102 - [iyapoo20] [0019] Speedy Spirit 20 (Unused)
0103 - [goldrat6] [004C] Gold Mouse 6
0104 - [goldrat7] [004C] Gold Mouse 7
0105 - [goldrat8] [004C] Gold Mouse 8
0106 - [goldrat9] [004C] Gold Mouse 9
0107 - [goldrat0] [004C] Gold Mouse 10
0108 - [eldoor01] [000C] Fire
0109 - [eldoor02] [000C] Fire
010A - [eldoor03] [000C] Fire
010B - [eldoor04] [000C] Fire
010C - [eldoor05] [000C] Fire
010D - [eldoor06] [000C] Fire
010E - [eldoor07] [000C] Large Force Field Glow
010F - [eldoor08] [000C] Force Field Glow
0110 - [eldoor09] [000C] Force Field Glow
0111 - [eldoor10] [000C] Force Field Glow
0112 - [demotele] [0090] Boo (Rapidly Disappears) (unused?)
0113 - [dltelesa] [0102] King Boo
0114 - [demotel2] [0090] Boo (Spins in a Circle) (unused?)
0115 - [edarm] [009A] Ghost Portrificanizer
0116 - [edashuk] [009B] Ghost Portrificanizer
0117 - [edbet] [009C] Ghost Portrificanizer
0118 - [edfuta] [009D] Ghost Portrificanizer
0119 - [edsentak] [009E] Ghost Portrificanizer
011A - [edtv] [009F] Ghost Portrificanizer
011B - [edusiro] [00A0] Ghost Portrificanizer
011C - [namida] [00A1] Tear (Ghost Portrificanizer)
011D - [obasoul1] [00A2] Ghost (Ghost Portrificanizer)
011E - [kopatele] [00A3] Bowser Head (Ghost Portrificanizer)
011F - [oba00n] [00A4] Empty Mansion Portrait
0120 - [oba00g1] [00A5] Mansion Portrait
0121 - [oba03n] [00AE] Empty Nana Portrait
0122 - [oba03g1] [00AF] Bronze Nana Portrait
0123 - [oba03g2] [00B0] Silver Nana Portrait
0124 - [oba03g3] [00B1] Gold Nana Portrait
0125 - [oba04n] [00B2] Empty Chauncey Portrait
0126 - [oba04g1] [00B3] Bronze Chauncey Portrait
0127 - [oba04g2] [00B4] Silver Chauncey Portrait
0128 - [oba04g3] [00B5] Gold Chauncey Portrait
0129 - [oba05n] [00B6] Empty Melody Pianissma Portrait
012A - [oba05g1] [00B7] Bronze Melody Pianissma Portrait
012B - [oba05g2] [00B8] Silver Melody Pianissma Portrait
012C - [oba05g3] [00B9] Gold Melody Pianissma Portrait
012D - [oba06n] [00BA] Empty Miss Petunia Portrait
012E - [oba06g1] [00BB] Bronze Miss Petunia Portrait
012F - [oba06g2] [00BC] Silver Miss Petunia Portrait
0130 - [oba06g3] [00BD] Gold Miss Petunia Portrait
0131 - [oba07n] [00BE] Empty Madame Clairvoya Portrait
0132 - [oba07g1] [00BF] Bronze Madame Clairvoya Portrait
0133 - [oba07g2] [00C0] Silver Madame Clairvoya Portrait
0134 - [oba07g3] [00C1] Gold Madame Clairvoya Portrait
0135 - [oba08n] [00C2] Empty Shivers Portrait
0136 - [oba08g1] [00C3] Bronze Shivers Portrait
0137 - [oba08g2] [00C4] Silver Shivers Portrait
0138 - [oba08g3] [00C5] Gold Shivers Portrait
0139 - [oba09n] [00C6] Empty Sue Pea Portrait
013A - [oba09g1] [00C7] Bronze Sue Pea Portrait
013B - [oba09g2] [00C8] Silver Sue Pea Portrait
013C - [oba09g3] [00C9] Gold Sue Pea Portrait
013D - [oba10n] [00CA] Empty Floating Whirlinda Portrait
013E - [oba10g1] [00CB] Bronze Floating Whirlinda Portrait
013F - [oba10g2] [00CC] Silver Floating Whirlinda Portrait
0140 - [oba10g3] [00CD] Gold Floating Whirlinda Portrait
0141 - [oba11n] [00CE] Empty Mr. Luggs Portrait
0142 - [oba11g1] [00CF] Bronze Mr. Luggs Portrait
0143 - [oba11g2] [00D0] Silver Mr. Luggs Portrait
0144 - [oba11g3] [00D1] Gold Mr. Luggs Portrait
0145 - [oba12n] [00D2] Empty Jarvis Portrait
0146 - [oba12g1] [00D3] Bronze Jarvis Portrait
0147 - [oba12g2] [00D4] Silver Jarvis Portrait
0148 - [oba12g3] [00D5] Gold Jarvis Portrait
0149 - [oba13n] [00D6] Empty Spooky Portrait
014A - [oba13g1] [00D7] Bronze Spooky Portrait
014B - [oba13g2] [00D8] Silver Spooky Portrait
014C - [oba13g3] [00D9] Gold Spooky Portrait
014D - [oba14n] [00DA] Empty Henry & Orville Portrait
014E - [oba14g1] [00DB] Bronze Henry & Orville Portrait
014F - [oba14g2] [00DC] Silver Henry & Orville Portrait
0150 - [oba14g3] [00DD] Gold Henry & Orville Portrait
0151 - [oba15n] [00DE] Empty Toy Soldiers Portrait
0152 - [oba15g1] [00DF] Bronze Toy Soldiers Portrait
0153 - [oba15g2] [00E0] Silver Toy Soldiers Portrait
0154 - [oba15g3] [00E1] Gold Toy Soldiers Portrait
0155 - [oba16n] [00E2] Empty Biff Atlas Portrait
0156 - [oba16g1] [00E3] Bronze Biff Atlas Portrait
0157 - [oba16g2] [00E4] Silver Biff Atlas Portrait
0158 - [oba16g3] [00E5] Gold Biff Atlas Portrait
0159 - [oba17n] [00E6] Empty Slim Bankshot Portrait
015A - [oba17g1] [00E7] Bronze Slim Bankshot Portrait
015B - [oba17g2] [00E8] Silver Slim Bankshot Portrait
015C - [oba17g3] [00E9] Gold Slim Bankshot Portrait
015D - [oba18n] [00EA] Empty Sir Weston Portrait
015E - [oba18g1] [00EB] Bronze Sir Weston Portrait
015F - [oba18g2] [00EC] Silver Sir Weston Portrait
0160 - [oba18g3] [00ED] Gold Sir Weston Portrait
0161 - [oba19n] [00EE] Empty Bogmire Portrait
0162 - [oba19g1] [00EF] Bronze Bogmire Portrait
0163 - [oba19g2] [00F0] Silver Bogmire Portrait
0164 - [oba19g3] [00F1] Gold Bogmire Portrait
0165 - [oba20n] [00F2] Empty Uncle Grimmly Portrait
0166 - [oba20g1] [00F3] Bronze Uncle Grimmly Portrait
0167 - [oba20g2] [00F4] Silver Uncle Grimmly Portrait
0168 - [oba20g3] [00F5] Gold Uncle Grimmly Portrait
0169 - [oba21n] [00F6] Empty Vincent Van Gore Portrait
016A - [oba21g1] [00F7] Bronze Vincent Van Gore Portrait
016B - [oba21g2] [00F8] Silver Vincent Van Gore Portrait
016C - [oba21g3] [00F9] Gold Vincent Van Gore Portrait
016D - [oba22n] [00FA] Empty Boolossus Portrait
016E - [oba22g1] [00FB] Bronze Boolossus Portrait
016F - [oba22g2] [00FC] Silver Boolossus Portrait
0170 - [oba22g3] [00FD] Gold Boolossus Portrait
0171 - [oba23n] [00FE] Empty King Boo & Bowser Portrait
0172 - [oba23g1] [00FF] Bronze King Boo & Bowser Portrait
0173 - [oba23g2] [0100] Silver King Boo & Bowser Portrait
0174 - [oba23g3] [0101] Gold King Boo & Bowser Portrait
0175 - [gtakara1] [0011] Small Green Chest
0176 - [rtakara1] [0011] Small Red Chest
0177 - [btakara1] [0011] Small Blue Chest
0178 - [wtakara1] [0011] Small White Chest
0179 - [ytakara1] [0011] Small Gold Chest
017A - [kdust] [0103] Dust Pile
017B - [marioe] [0104] Mario Portrait (Ending)
017C - [mphand] [0105] Luigi's Arm
Unused Models
[bottle01] [0051] Wine Bottle
[flag] [0070] White Flag
[kibako01] [0036] Wooden Box
[shadow] [0081] unused Bogmire
</pre>
==Model Archive IDs==
<pre>
0000 - luige.szp
0001 - vhead.szp
0002 - wplight.szp
0003 - vbody.szp
0004 - gameboy.szp
0005 - heart.szp
0006 - bone.szp
0007 - tomato.szp
0008 - banana.szp
0009 - mkinoko.szp
000A - telesa3.szp
000B - key01.szp
000C - dummy.szp
000D - dummy2.szp (Removed)
000E - heymask.szp
000F - heylance.szp
0010 - bomb2.szp
0011 - takara1.szp
0012 - wpwater.szp
0013 - wpair.szp
0014 - dluige01.szp
0015 - dluige02.szp
0016 - dluige03.szp
0017 - dhakase.szp
0018 - dhakase2.szp
0019 - obake01.szp
001A - obake02.szp
001B - obake03.szp
001C - obake04.szp
001D - topoo.szp
001E - demobak1.szp
001F - skul.szp
0020 - tubone.szp
0021 - heypo.szp
0022 - situji.szp
0023 - pianist.szp
0024 - baby.szp
0025 - babyball.szp
0026 - moku.szp
0027 - bball.szp
0028 - telball.szp
0029 - tenjyo.szp
002A - banaoba.szp
002B - poo.szp
002C - father.szp
002D - mother.szp
002E - obaasan.szp
002F - eater.szp
0030 - fat.szp
0031 - gaka.szp
0032 - boy.szp
0033 - builder.szp
0034 - hustler.szp
0035 - waiter.szp
0036 - kibako01.szp
0037 - isu.szp
0038 - isu2.szp
0039 - ed07key.szp
003A - ed07rug.szp
003B - key02.szp
003C - key03.szp
003D - key04.szp
003E - key05.szp
003F - kiarm.szp
0040 - kiashuk.szp
0041 - kibet.szp
0042 - kifuta.szp
0043 - kisentak.szp
0044 - kitv.szp
0045 - kiusiro.szp
0046 - shower.szp
0047 - doll.szp
0048 - lohakase.szp
0049 - kinopio.szp
004A - kun01.szp
004B - kun02.szp
004C - rat.szp
004D - bat.szp
004E - ball.szp
004F - bomb.szp
0050 - dog.szp
0051 - bottle01.szp
0052 - ibox.szp
0053 - ikuma.szp
0054 - odoor1.szp
0055 - odoor2.szp
0056 - odoor3.szp
0057 - odoor4.szp
0058 - odoor5.szp
0059 - odoor6.szp
005A - okami1.szp
005B - door.szp
005C - door2.szp
005D - door3.szp
005E - oufo1.szp
005F - oufo2.szp
0060 - otub1.szp
0061 - otub2.szp
0062 - otub3.szp
0063 - otub4.szp
0064 - otub5.szp
0065 - ifly.szp
0066 - inabe.szp
0067 - ibook.szp
0068 - piero1.szp
0069 - piero2.szp
006A - iphone.szp
006B - barbell.szp
006C - car.szp
006D - plane.szp
006E - htama.szp
006F - hcue.szp
0070 - flag.szp
0071 - gun.szp
0072 - zenmai.szp
0073 - okeito1.szp
0074 - girl.szp
0075 - tabemono.szp
0076 - dmario.szp
0077 - bmario.szp
0078 - dkoppa.szp
0079 - uranai.szp
007A - denwa.szp
007B - mcap.szp
007C - mstar.szp
007D - mglove.szp
007E - mshoes.szp
007F - mletter.szp
0080 - dancer.szp
0081 - shadow.szp
0082 - bfire.szp
0083 - bshadow.szp
0084 - bshadow2.szp
0085 - turara.szp
0086 - yukiyama.szp
0087 - otobira.szp
0088 - oere.szp
0089 - kere.szp
008A - seed.szp
008B - blossom.szp
008C - nut.szp
008D - kareki.szp
008E - dkikai.szp
008F - dwaku.szp
0090 - telesa.szp
0091 - telesa2.szp
0092 - star.szp
0093 - dancer2.szp
0094 - candle.szp
0095 - kopahead.szp
0096 - kopabody.szp
0097 - kopabom.szp
0098 - kopakage.szp
0099 - pillar.szp
009A - edarm.szp
009B - edashuk.szp
009C - edbet.szp
009D - edfuta.szp
009E - edsentak.szp
009F - edtv.szp
00A0 - edusiro.szp
00A1 - namida.szp
00A2 - obasoul.szp
00A3 - kopatele.szp
00A4 - oba00n.szp
00A5 - oba00g1.szp
00A6 - oba01n.szp
00A7 - oba01g1.szp
00A8 - oba01g2.szp
00A9 - oba01g3.szp
00AA - oba02n.szp
00AB - oba02g1.szp
00AC - oba02g2.szp
00AD - oba02g3.szp
00AE - oba03n.szp
00AF - oba03g1.szp
00B0 - oba03g2.szp
00B1 - oba03g3.szp
00B2 - oba04n.szp
00B3 - oba04g1.szp
00B4 - oba04g2.szp
00B5 - oba04g3.szp
00B6 - oba05n.szp
00B7 - oba05g1.szp
00B8 - oba05g2.szp
00B9 - oba05g3.szp
00BA - oba06n.szp
00BB - oba06g1.szp
00BC - oba06g2.szp
00BD - oba06g3.szp
00BE - oba07n.szp
00BF - oba07g1.szp
00C0 - oba07g2.szp
00C1 - oba07g3.szp
00C2 - oba08n.szp
00C3 - oba08g1.szp
00C4 - oba08g2.szp
00C5 - oba08g3.szp
00C6 - oba09n.szp
00C7 - oba09g1.szp
00C8 - oba09g2.szp
00C9 - oba09g3.szp
00CA - oba10n.szp
00CB - oba10g1.szp
00CC - oba10g2.szp
00CD - oba10g3.szp
00CE - oba11n.szp
00CF - oba11g1.szp
00D0 - oba11g2.szp
00D1 - oba11g3.szp
00D2 - oba12n.szp
00D3 - oba12g1.szp
00D4 - oba12g2.szp
00D5 - oba12g3.szp
00D6 - oba13n.szp
00D7 - oba13g1.szp
00D8 - oba13g2.szp
00D9 - oba13g3.szp
00DA - oba14n.szp
00DB - oba14g1.szp
00DC - oba14g2.szp
00DD - oba14g3.szp
00DE - oba15n.szp
00DF - oba15g1.szp
00E0 - oba15g2.szp
00E1 - oba15g3.szp
00E2 - oba16n.szp
00E3 - oba16g1.szp
00E4 - oba16g2.szp
00E5 - oba16g3.szp
00E6 - oba17n.szp
00E7 - oba17g1.szp
00E8 - oba17g2.szp
00E9 - oba17g3.szp
00EA - oba18n.szp
00EB - oba18g1.szp
00EC - oba18g2.szp
00ED - oba18g3.szp
00EE - oba19n.szp
00EF - oba19g1.szp
00F0 - oba19g2.szp
00F1 - oba19g3.szp
00F2 - oba20n.szp
00F3 - oba20g1.szp
00F4 - oba20g2.szp
00F5 - oba20g3.szp
00F6 - oba21n.szp
00F7 - oba21g1.szp
00F8 - oba21g2.szp
00F9 - oba21g3.szp
00FA - oba22n.szp
00FB - oba22g1.szp
00FC - oba22g2.szp
00FD - oba22g3.szp
00FE - oba23n.szp
00FF - oba23g1.szp
0100 - oba23g2.szp
0101 - oba23g3.szp
0102 - ltelesa.szp
0103 - dust.szp
0104 - marioe.szp
0105 - mphand.szp
Unused Model Archives
beam.szp Photon
elh.szp Beta Boss
net01.szp Spider's Web
</pre>
==Luigi's Animations==
<pre>
Luigi Animation modifier type 1
PAL
040B8DC0 38000XXX
NTSC
040B5A34 38000XXX
JPN
040B41A4 38000XXX
{{source|ConkerGuru}}
note:
only affects basic animations like standing, moving, vaccumming, calling for
Mario etc. . the rest appear to be ignored.
Values:
000 - Normal
001 - Trying to run away from Bowser painting
002 - Dragged by escaping ghost
003 - Empty?
004 - Dead, laying on ground
005 - Empty?
006 - Looking around in horror(you can't move him though)
007 - Low on HP
008 - Freezing
009 - Jumping on Poltergust, riding it.. Remains unused in the NTSC and JAP versions
00A - Burning
00B - bitten by Spooky the ghost dog
00C - Struggling
00D - Frozen
00E - Struggling, but also with a lost graphic? possible E3 leftover?
00F & onwards - nothing?
type 2
PAL
04077E5C 388000XX
00 - Everything's good.
01 - Standing upright/breathing/idle. Can move.
02 - Tiptoeing with both arms out. Can't move.
03 - Tiptoeing with left arm out. Can move (walking makes it go hyper).
04 - Tiptoeing with left arm out. Can move
05 - Walking with GBH held up. Can move.
06 - Typical run/walk (aka moving the joystick all the way), but slowed down. Can move.
07 - Start of the above animation, but frozen. Can move.
08 - Looking around in fear. Can move.
09 - Walk with arms at side. Can't move.
0A - Creeping along (unused? It may be from the beginning?). can't move.
0B - Standing still. Can move.
0C - Walking with GBH horror arm held up. Can move.
0D - On ground, backing away, slaps face. Definitely unused. Can move.
0E - Same as above.
0F - Ghost-sucking stance. Can move until you activate the Poltergust.
10 - Sucking down stance. ''
11 -Same as 0F.
12 - Same as 0F, but legs are tiptoeing (actually moving makes it hyper).
13 - Same as 12, but no hyper.
14 - Same as 0F, but normal walking pace.
A0 - Ladder animation
C0 - Ballance stance
FF - Something weird
Luigi Model Modifier
04065170 3B8000XX
default - 00
Luigi Animation modifier v3?
04076BA4 380000XX
another list?:
31 - Stepping backwards while vaccumming?
32 - Sucking up ghost
33 - Sucking up ghost
34 - Trying to run away from Bowser painting(stuck if using poltergust)
35 - Balance stance
36 - Same as 35
37 - Landing?
39 - Jumping on Poltergust, riding it. Remains unused in NTSC & JAP versions
3A - Same as 39
3B - Jumping off Poltergust
3C - Getting bitten by Spooky
3D - Trying to shake off Spooky
3E - being killed by Grabber Ghost.
41 - being killed by Grabber Ghost, but with an "E3" expression?. Unused?
42 - dummy
43 - dummy
44 - dummy
45 - dummy
46 - dummy
47 - dummy
48 - dummy
49 - dummy
4A - dummy, but set on fire for a second, losing some HP, then unable to move
4B - dummy, but set on fire for a second, losing some HP, then unable to move
4C - dummy
4D - dummy
4E - dummy
4F - dummy
50 - Looking around
51 - Low HP
52 - It's freezing here
55 - Seeing a ghost/Freaking out
58 - Set on fire
5A - weird
5D - Game's over
5F - FREEZE
60 - dummy
61 - dummy
62 - Victory pose after defeating boss ghost
64 - Victory pose after defeating boss ghost 2
65 - same as 64(using Poltergust makes Luigi stuck, unable to move)
66 - dummy
67 - dummy
69 - Being pulled along escaping ghost
6A - Being pulled along escaping ghost
6B - Vaccumming
6E - FREEZE
6F - tripping on banana peel
70 - Knocked over
71 - Knocked over
72 - Knocked over
73 - Knocked over
7A - Checking
7B - Checking object
7C - Checking object
7D - Punching
7E - Looking at portrait
7F - Checking object
80 - Checking object
81 - Checking object
A2 - Grabbing key/treasure, poses victory and smiles
A3 - same as A2
A4 - Putting thing in pocket
A5 - FREEZE
A6 - Glitch. Prone to crash the game
A7 - FREEZE
A8 - FREEZE
A9 - FREEZE
AA - Calling for Mario
AB - Still?
AC - Glitch?!
AD - Still?
AE - Weird
AF - Weird
B0 - Weird
B1 - dummy
B2 - Weird
B3 - Weird
B4 - Weird
B5 - Still?
B6 - Weird
B7 - Weird
B8 - Weird
B9 - Weird
BA - Weird
BB - FREEZE
BC - Weird
BD - Weird
BE - Weird
BF - Weird
C1 - FREEZE
C2 - FREEZE
C3 - Calling for mario
C4 - dummy
C5 - dummy
C6 - dummy
C7 - dummy
C8 - dummy
C9 - FREEZE
CA - Weird
CB - Pressing button
CC - dummy
CD - Weird
DD - Shocked
ED - Shocked
EE - FREEZE
EF - dummy
F0 - Putting thing in pocket
F1 - Shocked
F2 - FREEZE
F3 - dummy
F4 - Putting thing in pocket
F5 - Shocked
F6 - Static
F7 - dummy
F8 - Putting thing in pocket
F9 - Shocked
FA - FREEZE
FB - dummy
FC - Putting thing in pocket
100 - dummy
101 - FREEZE
102 - FREEZE
103 - FREEZE
104 - FREEZE
105 - FREEZE
106 - FREEZE
107 - Weird
108 - Looking around in fear, can move
109 - Pulling down lever?
10A - Weird
10B - Weird
10C - FREEZE
10D - FREEZE
10E - dummy
10F - dummy
110 - FREEZE
111 - dummy
112 - dummy
113 - dummy
114 - dummy
115 - FREEZE
116 - FREEZE
117 - FREEZE
118 - FREEZE
119 - dummy
11A - dummy
11B and up - Crashing
Luigi model appearance mod?(PAL)[C.Guru]
0406A760 380000XX
Knocking on something animation modifier(Luigi)[C.Guru]
040793F8 380000XX
default - 7F
</pre>
==Cutscene data==
I may have found cutscene data:
<pre lang=ja>
<MENUOFF>
<BGM>(1)
<LUIGELTON>
懐中電灯オフ
<HLIGHTON>
<WAIT>(1)
武器(ライト含む)
<NOWEAPON>
<LUIGISTOP>
--------------------------------------
<FRAMESTART>
<FULLSCREEN>
<ACTOR>"dm_luigi"<ALPHAF>(255)ルイジ出現
<ACTOR>"demo_hakase"<ALPHA>(255)
<ACTOR>"demo_obake"<ALPHA>(0)
<ACTOR>"demo_obake2"<ALPHA>(0)
<ACTOR>"demo_obake3"<ALPHA>(0)
//床に落ちる影を消す
<ACTOR>"demo_obake"<MASKOFF>
<ACTOR>"demo_obake2"<MASKOFF>
<ACTOR>"demo_obake3"<MASKOFF>
//カメラ
<GCAMERA>"cam_tdm1.cmn"
//ライト
<GPATHLIGHT>"cam_tdm1.lig"
//ルイージ
<ACTOR>"demo_luigi"<SHADOWOFF>
ACTOR>"demo_luigi"MASKOFF>
<ACTOR>"dm_luigi"<COLOFF>
<ACTOR>"dm_luigi"<POS>(48)(550)(-1431)
<ACTOR>"dm_luigi"<SHADOWOFF>
<ACTOR>"dm_luigi"<ACT>"L_TDM01"
<ACTOR>"dm_luigi"<PATH>"l_tdm1"
//おばけ
ACTOR>"demo_obake"SHADOWOFF>
<ACTOR>"demo_obake"<ACT>"Y_TDM01"
<ACTOR>"demo_obake"<PATH>"y_tdm1"
//博士
<ACTOR>"demo_hakase"<COLOFF>
ACTOR>"demo_hakase"MASKOFF>
<ACTOR>"demo_hakase"<SHADOWOFF>
<ACTOR>"demo_vhead"<SHADOWOFF>
<ACTOR>"demo_vbody"<SHADOWOFF>
<ACTOR>"demo_hakase"<ACT>"H_TDM01"
<ACTOR>"demo_hakase"<PATH>"h_tdm1"
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
<ACTOR>"demo_luigi"<DISPOFF>
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
<ACTOR>"dm_luigi"<DISPON>
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
<FRAMEEND>
--------------------------------------
//以下、タイミング合わせに影響
<WAIT>(20)//timing
<WAIT>(80)//timing
<CLOSEWINDOW>(0)
<ACTOR>"demo_obake"<ALPHA>(180)
<WAIT>(22)//timing
<WAIT>(60)//timing
<CLOSEWINDOW>(0)
<WAIT>(59)//timing
<ACTOR>"demo_hakase"<SETCLEANER>"demo_vhead""demo_vbody"
<ACTOR>"demo_obake"<BEAM>
<LEVSE>(8)//博士の掃除機の音
<WAIT>(39)//timing
<CLOSEWINDOW>(0)
<SE>(1)
<WAIT>(37)//timing
<SE>(2)
<WAIT>(32)//timing
<SE>(3)
--------------------------------------
<WAIT>(315)//timing
<FRAMESTART>
<ACTOR>"demo_obake"<BEAMCUT>
<SE>(4)
<LEVSTOP>(8)
<FRAMEEND>
<WAIT>(78)//timing
<ACTOR>"demo_obake"<ALPHA>(0)
<WAIT>(100)//timing
<SE>(5)
<WAIT>(80)//timing
<WINDOW>(0)<COLOR>(1)<SPEAK>(2)イタタタ・・・
<SE>(111)
<WAIT>(40)//timing
<SPEAK>(3)・・・なんじゃ、なんじゃ。ひとの屋敷にかってに、・がりこんで・・・まったく
<SE>(150)
<WAIT>(140)//timing
<SPEAK>(4)えっ、キミが、この屋敷のもちぬし!?なまえはルイージ? ぜんぜん、しらなんだ…。
<SE>(191)
<WAIT>(150)//timing
<SPEAK>(5)・・・わしか?わしは、オバケけんきゅうか、オヤ・マー博士。
<SE>(218)
<WAIT>(150)//timing
<SPEAK>(6)・きやだと思って、ここにながい間、すみついておった。 いや~、スマン、スマン。
<SE>(153)
<WAIT>(150)//timing
<SPEAK>(7)ここはオバケ屋敷として、ゆうめいでな…けんきゅうに、ちょうどよかったんじゃ。ま・、ゆるしてくれ。
<SE>(176)
<WAIT>(210)//timing
//第二部突入
--------------------------------------
<FRAMESTART>
//カメラ
<GCAMERA>"cam_tdm2.cmn"
//ライト
<GPATHLIGHT>"cam_tdm2.lig"
//ルイージ
<ACTOR>"dm_luigi"<COLOFF>
<ACTOR>"dm_luigi"<ACT>"L_TDM07"
<ACTOR>"dm_luigi"<PATH>"l_tdm2"
//博士
<ACTOR>"demo_hakase"<ACT>"H_TDM07"
<ACTOR>"demo_hakase"<PATH>"h_tdm2"
//おばけ
<ACTOR>"demo_obake"<ACT>"Y_TDM07"//9
<ACTOR>"demo_obake"<PATH>"y_tdm2"
<ACTOR>"demo_obake2"<ACT>"Y2_TDM01"//7
<ACTOR>"demo_obake2"<PATH>"y2_tdm2"
<ACTOR>"demo_obake3"<ACT>"Y3_TDM01"//7
<ACTOR>"demo_obake3"<PATH>"y3_tdm2"
<CLOSEWINDOW>(0) 7/21土曜の夜
<FRAMEEND>
--------------------------------------
<WAIT>(10)//timing
--------------------------------------
<FRAMESTART>
<ACTOR>"demo_obake"<ALPHA>(170)
<ACTOR>"demo_obake2"<ALPHA>(170)
<ACTOR>"demo_obake3"<ALPHA>(170)
<ACTOR>"demo_obake"<COLOFF>
<ACTOR>"demo_obake2"<COLOFF>
<ACTOR>"demo_obake3"<COLOFF>
<FRAMEEND>
--------------------------------------
<WAIT>(80)//timing
<CLOSEWINDOW>(0)
<WINDOW>(0)<COLOR>(1)<SPEAK>(9)お~っと、のんびりしとるヒマはないわい。
<SE>(101)
<WAIT>(90)//timing
<WINDOW>(0)<COLOR>(1)<SPEAK>(10)ルイージくん、ひとまず、わしの後について来るんじゃ!!
<SE>(102)
<FRAMESTART>
<ACTOR>"demo_obake"<ALPHA>(200)
<ACTOR>"demo_obake2"<ALPHA>(200)
<ACTOR>"demo_obake3"<ALPHA>(200)
<FRAMEEND>
<WAIT>(40)//timing
<ACTOR>"demo_hakase"<DISPOFF>
<WAIT>(24)//timing
<FRAMESTART>
<ACTOR>"dm_luigi"<SHADOWON>
<ACTOR>"demo_hakase"<SHADOWON>
<ACTOR>"demo_obake"<SHADOWON>
<FRAMEEND>
--------------------------------------
//終了
<FLAGON>(1)
<WIPEKIND>(1)
<WIPETIME>(126)
<WARP>(1)
<END>
//--------------------------------------------------------------
</pre>
{{source|NWPlayer123}}
==Map List==
By ''Pidi64 & Sir Weston'' of Luigi's Bigger Mansion
<pre>
Since I haven't done anything for this forum, I couldn't let you down.
I have gone through every single file and tested each one.
Enjoy!
Maps Category :
- 0x00 Test rooms
- 0x01 E.Gadd's Laboratory
- 0x02 Mansion
- 0x10 Boss Fight 1
- 0x11 Boss Fight 2
- 0x13 Boss Fight 3
~0x320E20 = Map path root\Iwamoto\__ = Model Data~
CVS {files:3;Emtries,Repository,Root}
map0 {files:4;test_00.bin, ff to _03} // Test Rooms ( change the room.bin file )
map1 {files:3;hakase.arc(f:)h_01.bin,h_02.bin}
map2 {files:;}// Main Rooms of Mansion
map3 {files:1;h_07_00.arc}
map4 {files:;}
map5 {files:;}
map6 {files:;galleries}
map7 {files:;}
map8 {files:;}
map9 {files:1;lastroof.arc}
map10 {files:1;roombed.arc}
map11 {files:1;beranda.arc}
map12 {files:;}
map13 {files:1;tombboss.arc}
Note: I am uncertain of the NTSC-US having the same room order, so if you edit the NTSC-US instead, beware.
- Regards, Pidi64 & Luke(y)
--------------------------
//map0:
test_00.bin = Unused Room (left side)
test_01.bin = Unused Foyer/Entrance
test_02.bin = Unused Room (right side)
test_03.bin = Unused Parlor
//map1:
hakase.arc = E.Gadd's Laboratory
h_01.bin = E.Gadd's Lab (Unused?)
h_02.bin = Beta Ghost Portrificationizer Room
//map2:
room_00.arc = Butler's Room
room_01.arc = Hidden Treasure Room A
room_01A.arc = Unknown(?)
room_02.arc = Foyer/Entrance
room_03.arc = Fortune Teller's Room
room_04.arc = Mirror Room
room_05.arc = Laundry Room
room_06.arc = F1 Hallway A
room_07.arc = F1 Hallway C
room_08.arc = Kitchen Room
room_09.arc = Dining Room (Mr. Lugg's Room)
room_10.arc = Ball/Bachelor Room
room_11.arc = Backyard
room_12.arc = Billiard Room (Slim Bankshot's Room)
room_13.arc = Filming Room
room_14.arc = Storage Room
room_15.arc = Attic Hallway 2A
room_16.arc = Graveyard(?)
room_17.arc = Washer Room (Toilet Room) A
room_18.arc = F2 Hallway A (The first hallway that is accessible)
room_19.arc = F1 <------> F2 Hallway
room_20.arc = Bathroom 1
room_21.arc = Music Room
room_22.arc = Workout Room/Gym
room_23.arc = Courtyard
room_24.arc = Chauncey's Room
room_25.arc = Twin's Room
room_26.arc = F2 Hallway A(?)
room_27.arc = Suite Pea's Living Room
room_28.arc = Suite Pea's bedroom (Upside down)
room_28A.arc = Suite Pea's bedroom part 1 / 2(?)
room_29.arc = Floor next to Main Floor [F1] (Possibly Chapter 1)
room_30.arc = Unused(?)
room_31.arc = F2 Hallway(?)
room_32.arc = F2 <------> Attic
room_33.arc = Lydia's Room
room_34.arc = Neville's Room
room_35.arc = Parlor/Living Room
room_36.arc = Hidden Treasure Room B
room_37.arc = Backyard/Graveyard
room_38.arc = Closet Room
room_39.arc = Anteroom
room_40.arc = Astral Hall
room_41.arc = Unused(?)
room_42.arc = Washer Room (Toilet Room) B
room_43.arc = F2 Hallway A
room_44.arc = F2 Hallway B
room_45.arc = Bathroom 2
room_46.arc = Nana's Room
room_47.arc = Tea Room
room_48.arc = Armory
room_49.arc = Attic Hallway 2B
room_50.arc = Telephone Room
room_51.arc = Attic Hallway 1A
room_52.arc = Safari Room
room_53.arc = F1 Hallway B
room_54.arc = Attic Hallway 2A
room_55.arc = Ceramics Room
room_56.arc = The Clockwork Room
room_57.arc = La Artist Studio
room_58.arc = Attic Hallway 1B
room_59.arc = The Balcony
room_60.arc = Roof
room_61.arc = Cold Storage Room
room_62.arc = Basement Hallway A
room_63.arc = Cellar
room_64.arc = F2 Hallway C
room_65.arc = F1 <------> Basement
room_66.arc = Pipe Room
room_67.arc = Breaker Room
room_68.arc = Basement Hallway C
room_69.arc = Bottom of the Well
room_70.arc = Secret Altar
room_71.arc = Basement Hallway B
room_72.arc = Unused Courtyard/Backyard
room_73.arc = Unused Courtyard
//map3:
h_07_00.arc = E.Gadd's Training Room
//map6:
gyara_00.arc = Gallery 01 (Final)
gyara_01.arc = Gallery 02 (Unused)
gyara_02.arc = Gallery 03 (Unused)
gyara_03.arc = Unknown(?)
//map9:
lastroof.arc = Bowser Arena
//map10:
roombed.arc = Chauncey's Arena
//map11:
beranda.arc = Boolossus' Arena
//map13:
tombboss.arc = Bogmire's Arena
I'm unsure if the model is Lydia's room or not, but whatever it is, the map does not normally sit on the axis of the foyer.
When you are replacing map files, the maps will always go into the original position in which they are in the game or how they were left off unused.
You will probably need the "Free Camera" hack enabled in Dolphin to find the room.
Unfortunately, I haven't had much time to do enough research in these encoded map files to find out how the X,Y,Z positioning of the models work; This technique is only for looking at maps at the moment.
However, if the model sits in the same axis as the foyer or other rooms of the mansion (in which case, I believe all the boss arena's lie on the same axis as the foyer) Luigi will be able to stand within the area, but the collision will remain the same as the original room.
</pre>
By Catley:
<pre>
Yeah, the entire mansion is mapped out like a legitimate house. Replacing rooms won't exactly work in your favor unless it's something like a boss map, which is centered like the Foyer.
</pre>
'''How to replace map files in Luigi's Mansion by Sir Weston:'''
''Programs & Files you'll need:''
* Luigi's Mansion PAL iso file
* Hex editor - HxD is highly recommended, Hex Editor Neo (free limited edition) also has the required features.
* Dolphin - GameCube Emulator (any version will do)
''Start''
* Start up your hex editor and open the iso.
* Use Search/Find and if it isn't already, change the "Data-Type" to Text-String. Also make sure you are searching in every direction, not just forwards or backwards.
* I'm finding "map2/room_02.arc" as an example
* After you have found what you are looking for..
* Simply change the text to the name of another room of the mansion.
** In this example, I replace map2/room_02.arc with map13/tombboss.arc
* If the replacement text is shorter than the original text, you must pad it out with '''0''' or the game will crash.
**You should type it out by hand to avoid any errors, rather than copy-pasting.
* Press save
* start the iso in dolphin and go to the changed area
==Replacing Toad with Objects==
by nicktheprez:
<pre>
So, one day I was messing around with some codes for the PAL version of Luigi's Mansion. Upon altering a code to Replace Toad with the bmario model, I found that this time Toad was replaced with a door from the Clockwork Room. I then made it a mission to replace it with certain values to see the results. If you want, you can download the txt file that I have attached.
</pre>
<pre>
Ralf of GSCentral's code:
0432CA70 00000077
0432CA70 000000??
00 - Luigi
01 - Poltergust Head
02 - Flashlight Head
03 - Poltergust Bag
04 - GBH with Enlarged Boo Radar
05 - Ghost Heart
06 - Dog Bone
07 - Bowling Ball
08 - (FREEZES)
09 - Poison Mushroom
0A - Boo
0B - Key
0C - (Nothing)
0D - (Nothing)
0E - Big Shyguy Mask
0F - Pitchfork
10 - (Nothing)
11 - Green Treasure Chest
12 - Water Nozzle
13 - Air Nozzle
14 - Luigi (Perching, Crawling back, then rising. Either unused or in Parlor cutscene)
15 - Luigi (offscreen, in front of room, crouching down, then laughing, from end of game.)
16 - Luigi (Walking, maybe from Ghost Portrificationizer room?)
17 - E. Gadd (from Parlor cutscene)
18 - E. Gadd (from Portrificationizer room)
19 - Gold Ghost (rolling, then hands up lying down, then laughing with hands on head.)
1A - Purple Puncher Ghost (rolling, then hands up lying down, then laughing with hands on head.)
1B - Blue Twirler Ghost (rolling, then hands up lying down, then laughing with hands on head.)
1C - Bowler Ghost (rolling, then hands up lying down, then laughing with hands on head.)
1D - Red Grabber Ghost (hovering, then laughing with hands waving in the air.)
1E - Gold Ghost (spinning down, flying, then disappear into nothing.)
1F - Skeleton Ghost (throwing, then hovering while shaking)
20 - Jarvis (fall down through floor, then pop out)
21 - Red Shyguy Ghost (waving hands up and down, then spin)
22 - (CRASHES)
23 - Melody Pianissima (hands waving up and down angrily, then spin up)
24 - Chauncey (shaking, then crawling)
25 - (Nothing)
26 - Rocking Horse (offscreen, flying from right staircase to front of room)
27 - (Nothing)
28 - (Nothing)
29 - Purple Ceiling Surprise (flying then spin up, then hanging down, followed by disappearing)
2A - Garbage Ghost (hovering, then eating banana, followed by tossing it)
2B - Pink Ball Ghost (invisible, then appear, hovering)
2C - Neville (spinning, then reading, reclining, rocking back and forth as if he were in his chair)
2D - Lydia (blocking the nonexistent wind (lol) then brushing hair)
2E - Nana (being vacuumed, then rocking while knitting, cause well, that is a grandma stereotype XD)
2F - Mr. Luggs (being vacuumed, then barfing)
30 - Miss Petunia (shaking, then scared, waving hands in air, being vacuumed I guess?)
31 - Vincent Van Gore (hovering, turning, then painting. If you put Luigi in a certain distance from him, it looks like Vincent is painting Luigi XD)
32 - Henry? (sitting, small, rotating while getting bigger, then being vacuumed)
33 - Biff Atlas (being knocked back, then again being knocked back, but a bit different)
34 - Slim Bankshot (turning left and right, then being vacuumed)
35 - Servant Ghosts (spinning up, then running)
36 - (Nothing)
37 - Neville's or Nana's Chair (I think they are both the same) (invisible, then still)
38 - (Nothing)
39 - (Nothing)
3A - (Nothing)
3B - Area 1 Boss Key (invisible, then still, half in ground)
3C - Area 2 Boss Key (same properties as Area 1 Key)
3D - Area 3 Boss Key (same as Area 1 and 2 Key)
3E - Area 4 Boss Key (same as Area 1, 2, and 3 Key)
3F - Part of Ghost Portrificationizer Machine (claw) (not immediately in range, it moves around as you do, just as Toad does. Doesn't really have any animation.)
40 - Part of Ghost Portrificationizer Machine (compressor) (just like the first one, except this one does have an animation, but in the other blue part right before the compressor)
41 - Part of Ghost Portrificationizer Machine (mover) (just like the other ones, this one also having an animation. This one is kinda long, so for best results, go to the corner all the way to the left. Just moves. I noticed the animation repeats when you talk to Toad.
42 - Part of Ghost Portrificationizer Machine (doors) (just like the others, has animation. Just opens and closes, whenever paintings would go down. Really out of bounds though, so you should use the Free Cam on Dolphin for best results.)
43 - Part of Ghost Portrificationizer Machine (ghost flattening machine) (just like others, and like the doors, is really out of bounds, but in the same spot. It does the animation for the Mario painting reversal.)
44 - Part of Ghost Portrificationizer Machine (shocker with the ghosts playing poker picture) (just like others, but isn't really out of bounds. You can see it clearly in the lobby. Does its shocking animation, but you don't actually see the electricity.)
45 - Part of Ghost Portrificationizer Machine (gears) (only works when talking to him. Out of bounds in front of room.)
46 - Not really sure. Curtains maybe? (sticks out of the ground and looks like a curtain or paper flapping in the wind.)
47 - Blue Toy Soldier (in stance position (not really sure what it is called), then vacuuming animation?
48 - E. Gadd (looks down, then talking)
49 - Toad (.....ITS THE ORIGINAL!!!!! HE'S 49!)
4A - Ghost Hatches (from Training Room) (opens, then closes)
4B - Ghost Hatches Again?!?!? (from Training Room) (opens, then closes)
4C - Blue Ghost Mouse (crawling down, looks like he is spazzing though, then crawls on the "floor")
4D - Purple Bat (invisible, then hanging upside down, halfway in floor)
4E - Beta Ghost Balls (Non-transparent, looks like the puffball fish but with blue, still, then rolls forward)
4F - Exploding Painting Ghosts (invisible, then moving forward)
50 - Spooky (flying back, then vacuum animation, although it looks like he is being choked. Poor dog.)
51 - (Nothing)
52 - Red Present Box (from Henry and Orville's Room) (invisible, then still)
53 - Teddy Bear (from Chauncey's Room) (still, then rolling forward)
54 - Red Door (from Clockwork Room) (invisible, then still)
55 - Yellow Door (from Clockwork Room) (invisible, then still)
56 - Red Door Again?!?!?(from Clockwork Room) (invisible, then still)
57 - Red Door AGAIN?!?!? (from Clockwork Room) (invisible, then still)
58 - Knock knock. Who's there? YELLOW DOOR! (from Clockwork Room) (invisible, then still)
59 - WHAT IS UP WITH THE RED DOOR?!?!??!?!
5A - (FREEZES)
5B - Green Door (you can hear the opening and closing when it first starts, when you talk to him the door just appears)
5C - Wooden Door (you can hear the opening and closing when it first starts, when you talk to him the door just appears)
5D - Door (from Laundry Room) (you can hear the opening and closing when it first starts, when you talk to him the door just appears)
5E - Plate (Chinaware) (invisible, then appears)
5F - Plate (Chinaware) (invisible, then appears)
60 - Bluish Vase (invisible, then appears)
61 - Black and White Vase (invisible, then appears)
62 - Pink and White Vase (invisible, then appears)
63 - Tan Vase with some Red Spots (invisible, then appears)
64 - Blue and White Squarish Vase (invisible, then appears)
65 - Red Plate? (maybe a sifter or something) (invisible, then appears)
66 - Pot (the kind you cook with) (invisible, then appears)
67 - Green Book (invisible, then appears)
68 - Red Clown (from Sue Pea's room) (invisible, then appears)
69 - Blue Clown (unused?) (invisible, then appears)
6A - Phone (Receiver moving up, as if using it to talk, then moving up and down. IT'S ALIVEEE!!!!!!!)
6B - (Nothing)
6C - Blue Kart (from the Twins' Room) (moving wheels, then growing)
6D - Red Plane (from Twins' Room) (moving propeller, then growing)
6E - Yellow Pool Ball (invisible, then appears)
6F - (Nothing)
70 - (Nothing)
71 - Gun (from Ghost Soldiers, in Clockwork Room) (invisible, then appears)
72 - Wind Up Piece (from Ghost Soldiers) (invisible, then appears)
73 - Yellow Yarn Ball (invisible, then appears)
74 - Sue Pea (being vacuumed, then spin upside down)
75 - Plate of Cheese (I guess that is what it is) (from Dining Room, what Mr. Luggs eats) (pile shrinks, then grows)
76 - Mario (sits down, eyes rolling, then head stuck in frame thing animation)
77 - Mario (unused) (puts flashlight away, then shivers. Also note that he has the vacuum straps on his shoulders)
78 - Bowser (head and shoulder area) (above the area where Toad is, use Free Cam on Dolphin for best results. Invisible, then appears)
79 - Madame Clarivoya (spins, then hovers)
7A - Uncle Grimmly (being vacuumed, then shaking)
7B - Mario's Hat (invisible, then appears, tilting down so you can't really see the M unless you use Free Cam on Dolphin)
7C - Mario's Star (invisible, then appears)
7D - Mario's Glove (invisible, then appears)
7E - Mario's Shoe (invisible, then appears)
7F - Mario's Letter (invisible, then appears)
80 - Man Ghost (from Floating Whirlindas) (bows, then hovers)
81 - Bogmire (shaking, then squished. You can only see the squished animation using Free Cam)
82 - Bogmire (rising, then shaking)
83 - White Bogmire (very random, but ok) (standing position, then turns into blob)
84 - Black Bogmire (standing position, then turns into blob)
85 - (Nothing)
86 - Sir Weston (shaking head, then shaking)
87 - Big Yellow Double Doors (from Clockwork Room) (invisible, then appears)
88 - Yellow Elevator (from Clockwork Room/Roof) (still, then shoots up, then slowly descends)
89 - Yellow Elevator (invisible, then appears underneath floor)
8A - Sprout (from outside, where Spooky is) (sprouted, then (I guess) resprouts)
8B - Flower (bloomed, then blooms. That thing is huge! What is this, Luigi and the Beanstalk? Hee hee.)
8C - Pod (opened, then opens)
8D - Stick with Leaves (invisible, then appears)
8E - Circular Window (around the outside of Foyer, use Free Cam)
8F - Frame (what Mario gets his head stuck in at the end of the game) (still, then flips)
90 - Small Boo (hovering, then vacuum animation, but like Spooky, it looks like he is being choked.)
91 - King Boo without crown (same animation as Boo)
92 - Ghost Cloud (how it looks like for most other ghosts when you have a code on)
93 - Woman Ghost (from Floating Whirlindas) (bows, then hovers)
94 - (Nothing)
95 - Bowser Head (falls from ceiling, then moves head around, but with no pupils or anything. Creepy.)
96 - Bowser's Body (arm tries to gain power as if he were throwing those balls, then stomps. And somehow Toad got moved more to the middle of the room. I'm talking about THE ACTUAL SOLID OBJECT.)
97 - Spike Ball (flashes red, then appears still)
98 - (Nothing)
99 - (Nothing)
9A - (Nothing)
9B - Set of Lights (out of bounds a bit, but if you go to the left corner, it will be in the room, but you have to use Free Cam. No I am not a Dolphin supporter or anything, I'm just saying.)
9C - Part of Portrificationizer Machine (mover/flattener) (like the mover, but flattens)
9D - (Nothing)
9E - Circular Window (like the one before)
9F - Part of Portrificationizer Machine (shocker) (like the one before)
</pre>
=TCRF=
=="From The Beginning"==
This leftover was found in '''&&SystemData\.dol\staticdata_usa.arc\res_titl.szp\timg\begin.bti''' and was once meant to be an option in the E3 demo's title screen along with "Skip Intro" which was unfortunately deleted. (To extract '''staticdata_usa''', open Start.dol with any hex editor, select a block of length DD520 from address 0x21B000 and save it as a new ARC archive file. Note: Those addresses/amounts are meant for the NTSC-U version '''only''')
{{source|LMFinish}}
cd45ix8u1d8mo768pzyrbv1rmvaoilz
Luigi's Mansion:ROM map
0
49
698
695
2019-11-04T17:37:10Z
Luigim1
30442431
/* 📂 Game */
698
wikitext
text/x-wiki
{{ROMMap|game=Luigi's Mansion}}
[[Category:LM_Hacking_Information_and_Documentation]]
==Luigi's Mansion Filesystem Map==
{| class="wikitable"
|-
! Item
! Content
! Hackable?
|-
| 📂 <tt>Ajioka</tt> || Cutscenes leading to the playable game (Animated Demos) || ✕
|-
| 📂 <tt>AudioRes</tt> || Audio management and files || ✓ (Custom BMS Only)
|-
| 📂 <tt>CVS</tt> || File commit info || ✓ (No effect - Unused)
|-
| 📂 <tt>Effect</tt> || For effects || ✓ (No effect - Unused)
|-
| 📂 <tt>Ending</tt> || Assets for ending || ✓
|-
| 📂 <tt>Event</tt> || Cutscenes in-game || ✓
|-
| 📂 <tt>Game</tt> || General || ✓
|-
| 📂 <tt>Iwamoto</tt> || <!--Room archives (which contain -->Room layout/models, furniture and their respective animation/sound files.||✓ (Textures must be in one image)
|-
| 📂 <tt>Kawano</tt> || File select, Save game and Credits || ✓
|-
| 📂 <tt>Map</tt> || Map collision, parameters and others. || ✓
|-
| 📂 <tt>model</tt> || All the model archives || ✓ (File-swaps Only)
|-
| 📂 <tt>Movie</tt> || Contains <tt>pikminS.h4m</tt>, the Pikmin trailer || ✕
|-
| 📂 <tt>Nakamura</tt> || Gallery (Painting models, viewing painting, etc) || ✕
|-
| 📂 <tt>system</tt> || Contains <tt>system.arc</tt> which contains <tt>[[:File:Font_12.bfn.png|font_12.bfn]]</tt>|| ✓ (No effect - Unused)
|}
==Folder contents==
===<tt>📂 Ajioka</tt>===
{| class="wikitable"
|-
! Item
! Content
|-
| 📂 <tt>ADemo</tt> || Cutscene files (Animated Demos)
|-
| 📂 <tt>CVS</tt> || CVS file last-commit info etc
|-
|}
===<tt>📂 AudioRes</tt>===
{| class="wikitable"
|-
! Item
! Content
|-
| 📂 <tt>Banks</tt> || Instrument banks
|-
| 📂 <tt>Seqs</tt> || Sound Sequences
|-
|    📄 <tt>JaiArcS.arc</tt>||Stored BMS data
|-
| 📂 <tt>Stream</tt> || Audio streams
|-
| 📄 JaiInit.aaf</tt> || Audio Indexer list
|}
===<tt>📂 CVS</tt>===
{| class="wikitable"
|-
! Item
! Content
|-
| 📄 <tt>Entries</tt> || Entry date
|-
| 📄 <tt>Repository</tt> || Repository Folder
|-
| 📄 <tt>Root</tt> || Project Root Directory
|}
===<tt>📂 Effect</tt>===
{| class="wikitable"
|-
! Item
! Content
|-
| 📂 <tt>CVS</tt> || CVS file last-commit info etc
|-
| 📄 <tt>hakko.bti</tt> || Ghost glow
|-
| 📄 <tt>door.bck</tt> || The unused animation for <tt>door.bmd</tt>.
|-
| 📄 <tt>door.bmd</tt> || [[:File:LM_GCN_door.bmd.png|The unused door in Luigi's Mansion]].
|-
| 📄 <tt>door.key</tt> || Same as <tt>door.bck</tt> except made for <tt>door.mdl</tt>.
|-
| 📄 <tt>door.mdl</tt> || Same as <tt>door.bmd</tt> except its in Luigi's Mansion <tt>.mdl</tt> format.
|-
| 📄 <tt>effect.bmd</tt> || [[:File:LM GCN effect.bmd.png|Some weird glow-ey blue thing?]]
|-
| 📄 <tt>effect.bck</tt> || Animation for <tt>effect.bmd</tt>.
|-
|}
===<tt>📂 Ending</tt>===
{| class="wikitable"
|-
! Item
! Content
|-
| 📂 <tt>CVS</tt> || CVS file last-commit info etc
|-
| 📂 <tt>English</tt> || English translation for the same files
|-
| 📄 <tt>end_ms.bti</tt> || Ending message
|-
| 📄 <tt>h_P00.bti</tt> || [[:File:LM GCN H P00.bti rgba.png|Rank H]]
|-
| 📄 <tt>h_P00G.bti</tt> || Rank H portrait for THE END screen
|-
| 📄 <tt>h_P01.bti</tt> || [[:File:LM GCN H P01 - Copy.bti.png|Rank G]]
|-
| 📄 <tt>h_P01G.bti</tt> || Rank G portrait for THE END screen
|-
| 📄 <tt>h_P02.bti</tt> || [[:File:LM GCN h P02.bti.png|Rank F]]
|-
| 📄 <tt>h_P02G.bti</tt> || Rank F portrait for THE END screen
|-
| 📄 <tt>h_P03.bti</tt> || [[:File:LM GCN h P03.bti.png|Rank E]]
|-
| 📄 <tt>h_P03G.bti</tt> || Rank E portrait for THE END screen
|-
| 📄 <tt>h_P04.bti</tt> || [[:File:LM_GCN_h_P04.bti.png|Rank D]]
|-
| 📄 <tt>h_P04G.bti</tt> || Rank D portrait for THE END screen
|-
| 📄 <tt>h_P05.bti</tt> || [[:File:LM_GCN_h_P05.bti.png|Rank C]]
|-
| 📄 <tt>h_P05G.bti</tt> || Rank C portrait for THE END screen
|-
| 📄 <tt>h_P06.bti</tt> || [[:File:LM_GCN_h_P06.bti.png|Rank B]]
|-
| 📄 <tt>h_P06G.bti</tt> || Rank B portrait for THE END screen
|-
| 📄 <tt>h_P07.bti</tt> || [[:File:LM_GCN_h_P07.bti.png|Rank A]]
|-
| 📄 <tt>h_P07G.bti</tt> || Rank A portrait for THE END screen
|-
| 📄 <tt>house_00.bti</tt> || Haunted Mansion background used for ending
|-
| 📄 <tt>luigi_b.bti</tt> || [[:File:LM GCN luigi b.bti.png|Unused Luigi '''Bad''' ending graphics]]
|-
| 📄 <tt>luigi_g.bti</tt> || [[:File:LM GCN Luigi g.bti.png|Unused Luigi '''Good''' ending graphics]]
|-
| 📄 <tt>luigi_V.bti</tt> || [[:File:LM GCN Luigi V.bti.png|Unused Luigi '''Victory''' ending graphics]]
|-
| 📄 <tt>me_kan.bti</tt> || "THE END" text
|-
| 📄 <tt>mes_b.bti</tt> || "The haunted mansion disappeared without a trace..." text
|-
| 📄 <tt>mes_g.bti</tt> || "Welcome to Luigi's NEW Mansion!" text
|-
| 📄 <tt>mes_V.bti</tt> || "Congratulations! Your new mansion is complete!" text
|-
| 📄 <tt>ra_A.bti</tt> || "Rank A" text
|-
| 📄 <tt>ra_B.bti</tt> || "Rank B" text
|-
| 📄 <tt>ra_C.bti</tt> || "Rank C" text
|-
| 📄 <tt>ra_D.bti</tt> || "Rank D" text
|-
| 📄 <tt>ra_E.bti</tt> || "Rank E" text
|-
| 📄 <tt>ra_F.bti</tt> || "Rank F" text
|-
| 📄 <tt>ra_G.bti</tt> || "Rank G" text
|-
| 📄 <tt>ra_H.bti</tt> || "Rank H" text
|}
===<tt>📂 Event</tt>===
{| class="wikitable"
|-
! Item
! Content
|-
| 📂 <tt>CVS</tt> || CVS file last-commit info etc
|-
| 📄 <tt>event##.szp</tt> || [[Luigi's Mansion:Docs/Events List|Please see this page for the list]]
|}
===<tt>📂 Game</tt>===
{| class="wikitable"
|-
! Item
! Content
|-
| 📂 <tt>CVS</tt> || CVS file last-commit info etc
|-
| 📄 <tt>game.szp</tt> || Overwrites some files initially loaded into RAM (NTSC-J only)
|-
|    📂 <tt>data</tt> || Contents
|-
| 📄 <tt>[[Luigi's_Mansion:ROM_map/game_usa.szp|game_usa.szp]]</tt> || Overwrites some files initially loaded into RAM (NTSC-U only)
|-
|    📂 <tt>data</tt> || Contents
|}
{{rightsource|Catley}}
{{source|luigim1, SpaceCats and lmfinishgamer|Research}}
==Complete File Directory==
===NTSC-J===
<pre>
\Ajioka
\AudioRes
\boot.dol
\CVS
\Effect
\Ending
\Event
\Game
\Iwamoto
\Kawano
\Map
\model
\Movie
\Nakamura
\opening.bnr
\system
\opening.bnr
\&&systemdata\AppLoader.ldr
\&&systemdata\Game.toc
\&&systemdata\ISO.hdr
\&&systemdata\Start.dol
\Ajioka\ADemo\codemo01.szp
\Ajioka\ADemo\codemo02.szp
\Ajioka\ADemo\codemo03.szp
\Ajioka\ADemo\codemo04.szp
\Ajioka\ADemo\codemo05.szp
\Ajioka\ADemo\codemo06.szp
\Ajioka\ADemo\codemo07.szp
\Ajioka\ADemo\codemo08.szp
\Ajioka\ADemo\codemo09.szp
\Ajioka\ADemo\codemo10.szp
\Ajioka\ADemo\codemo11.szp
\Ajioka\ADemo\codemo12.szp
\Ajioka\ADemo\codemo13.szp
\Ajioka\ADemo\codemo14.szp
\Ajioka\ADemo\dodb.szp
\Ajioka\ADemo\dotb.szp
\Ajioka\ADemo\gameboy.szp
\Ajioka\ADemo\gbdemo01.szp
\Ajioka\ADemo\gbdemo02.szp
\Ajioka\ADemo\gbdemo03.szp
\Ajioka\ADemo\gbdemo04.szp
\Ajioka\ADemo\gbdemo05.szp
\Ajioka\ADemo\gbdemo06.szp
\Ajioka\ADemo\gbdemo07.szp
\Ajioka\ADemo\hodemo01.szp
\Ajioka\ADemo\hodemo02.szp
\Ajioka\ADemo\hodemo03.szp
\Ajioka\ADemo\hodemo04.szp
\Ajioka\ADemo\hodemo05.szp
\Ajioka\ADemo\hodemo06.szp
\Ajioka\ADemo\hodemo07.szp
\Ajioka\ADemo\hodemo08.szp
\Ajioka\ADemo\hodemo09.szp
\Ajioka\ADemo\hodemo10.szp
\Ajioka\ADemo\hodemo11.szp
\Ajioka\ADemo\hodemo12.szp
\Ajioka\ADemo\hodemo13.szp
\Ajioka\ADemo\hodemo14.szp
\Ajioka\ADemo\nodemo01.szp
\Ajioka\ADemo\nodemo02.szp
\Ajioka\ADemo\nodemo03.szp
\Ajioka\ADemo\nodemo04.szp
\Ajioka\ADemo\nodemo05.szp
\Ajioka\ADemo\nodemo06.szp
\Ajioka\ADemo\nodemo07.szp
\Ajioka\ADemo\nodemo08.szp
\Ajioka\ADemo\nodemo09.szp
\Ajioka\ADemo\nodemo10.szp
\Ajioka\ADemo\nodemo11.szp
\Ajioka\ADemo\nodemo12.szp
\Ajioka\ADemo\nodemo13.szp
\Ajioka\ADemo\nodemo14.szp
\Ajioka\ADemo\oodemo01.szp
\Ajioka\ADemo\oodemo02.szp
\Ajioka\ADemo\oodemo03.szp
\Ajioka\ADemo\oodemo04.szp
\Ajioka\ADemo\oodemo05.szp
\Ajioka\ADemo\oodemo06.szp
\Ajioka\ADemo\oodemo07.szp
\Ajioka\ADemo\oodemo08.szp
\Ajioka\ADemo\oodemo09.szp
\Ajioka\ADemo\oodemo10.szp
\Ajioka\ADemo\oodemo11.szp
\Ajioka\ADemo\oodemo12.szp
\Ajioka\ADemo\oodemo13.szp
\Ajioka\ADemo\oodemo14.szp
\Ajioka\ADemo\opcn.szp
\Ajioka\ADemo\opdn.szp
\Ajioka\ADemo\opeg.szp
\Ajioka\ADemo\opod.szp
\Ajioka\ADemo\oppm.szp
\Ajioka\ADemo\opsu.szp
\Ajioka\ADemo\opwf.szp
\Ajioka\ADemo\CVS\Entries
\Ajioka\ADemo\CVS\Repository
\Ajioka\ADemo\CVS\Root
\Ajioka\CVS\Entries
\Ajioka\CVS\Entries.Log
\Ajioka\CVS\Repository
\Ajioka\CVS\Root
\AudioRes\JaiInit.aaf
\AudioRes\Banks\LuiSe2_0.aw
\AudioRes\Banks\LuiSec0_0.aw
\AudioRes\Banks\LuiSec1_0.aw
\AudioRes\Banks\LuiSec2_0.aw
\AudioRes\Seqs\JaiArcS.arc
\AudioRes\Stream\TMansion.afc
\AudioRes\Stream\TMOpen.afc
\CVS\Entries
\CVS\Entries.Log
\CVS\Repository
\CVS\Root
\Effect\door.bck
\Effect\door.bmd
\Effect\door.key
\Effect\door.mdl
\Effect\effect.bmd
\Effect\effect.btk
\Effect\hakko.bti
\Effect\CVS\Entries
\Effect\CVS\Repository
\Effect\CVS\Root
\Ending\end_ms.bti
\Ending\house_00.bti
\Ending\h_P00.bti
\Ending\h_P00G.bti
\Ending\h_P01.bti
\Ending\h_P01G.bti
\Ending\h_P02.bti
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\Nakamura\up\oba15gp1.mdl
\Nakamura\up\oba15gp2.mdl
\Nakamura\up\oba15gp3.mdl
\Nakamura\up\oba16gp0.mdl
\Nakamura\up\oba16gp1.mdl
\Nakamura\up\oba16gp2.mdl
\Nakamura\up\oba16gp3.mdl
\Nakamura\up\oba17gp0.mdl
\Nakamura\up\oba17gp1.mdl
\Nakamura\up\oba17gp2.mdl
\Nakamura\up\oba17gp3.mdl
\Nakamura\up\oba18gp0.mdl
\Nakamura\up\oba18gp1.mdl
\Nakamura\up\oba18gp2.mdl
\Nakamura\up\oba18gp3.mdl
\Nakamura\up\oba19gp0.mdl
\Nakamura\up\oba19gp1.mdl
\Nakamura\up\oba19gp2.mdl
\Nakamura\up\oba19gp3.mdl
\Nakamura\up\oba20gp0.mdl
\Nakamura\up\oba20gp1.mdl
\Nakamura\up\oba20gp2.mdl
\Nakamura\up\oba20gp3.mdl
\Nakamura\up\oba21gp0.mdl
\Nakamura\up\oba21gp1.mdl
\Nakamura\up\oba21gp2.mdl
\Nakamura\up\oba21gp3.mdl
\Nakamura\up\oba22gp0.mdl
\Nakamura\up\oba22gp1.mdl
\Nakamura\up\oba22gp2.mdl
\Nakamura\up\oba22gp3.mdl
\Nakamura\up\oba23gp0.mdl
\Nakamura\up\oba23gp1.mdl
\Nakamura\up\oba23gp2.mdl
\Nakamura\up\oba23gp3.mdl
\Nakamura\up\up_kabe.mdl
\Nakamura\up\up_kupa.mdl
\Nakamura\up\CVS\Entries
\Nakamura\up\CVS\Repository
\Nakamura\up\CVS\Root
\system\system.arc
\system\CVS\Entries
\system\CVS\Repository
\system\CVS\Root
</pre>
===NTSC-U===
<pre>\Ajioka
\apploader.img
\AudioRes
\boot.dol
\CVS
\Effect
\Ending
\Event
\Game
\Iwamoto
\Kawano
\Map
\model
\Movie
\Nakamura
\opening.bnr
\system
\Ajioka\ADemo
\Ajioka\CVS
\Ajioka\ADemo\codemo01.szp
\Ajioka\ADemo\codemo02.szp
\Ajioka\ADemo\codemo03.szp
\Ajioka\ADemo\codemo04.szp
\Ajioka\ADemo\codemo05.szp
\Ajioka\ADemo\codemo06.szp
\Ajioka\ADemo\codemo07.szp
\Ajioka\ADemo\codemo08.szp
\Ajioka\ADemo\codemo09.szp
\Ajioka\ADemo\codemo10.szp
\Ajioka\ADemo\codemo11.szp
\Ajioka\ADemo\codemo12.szp
\Ajioka\ADemo\codemo13.szp
\Ajioka\ADemo\codemo14.szp
\Ajioka\ADemo\CVS
\Ajioka\ADemo\dodb.szp
\Ajioka\ADemo\dotb.szp
\Ajioka\ADemo\gameboy.szp
\Ajioka\ADemo\gbdemo01.szp
\Ajioka\ADemo\gbdemo02.szp
\Ajioka\ADemo\gbdemo03.szp
\Ajioka\ADemo\gbdemo04.szp
\Ajioka\ADemo\gbdemo05.szp
\Ajioka\ADemo\gbdemo06.szp
\Ajioka\ADemo\gbdemo07.szp
\Ajioka\ADemo\hodemo01.szp
\Ajioka\ADemo\hodemo02.szp
\Ajioka\ADemo\hodemo03.szp
\Ajioka\ADemo\hodemo04.szp
\Ajioka\ADemo\hodemo05.szp
\Ajioka\ADemo\hodemo06.szp
\Ajioka\ADemo\hodemo07.szp
\Ajioka\ADemo\hodemo08.szp
\Ajioka\ADemo\hodemo09.szp
\Ajioka\ADemo\hodemo10.szp
\Ajioka\ADemo\hodemo11.szp
\Ajioka\ADemo\hodemo12.szp
\Ajioka\ADemo\hodemo13.szp
\Ajioka\ADemo\hodemo14.szp
\Ajioka\ADemo\nodemo01.szp
\Ajioka\ADemo\nodemo02.szp
\Ajioka\ADemo\nodemo03.szp
\Ajioka\ADemo\nodemo04.szp
\Ajioka\ADemo\nodemo05.szp
\Ajioka\ADemo\nodemo06.szp
\Ajioka\ADemo\nodemo07.szp
\Ajioka\ADemo\nodemo08.szp
\Ajioka\ADemo\nodemo09.szp
\Ajioka\ADemo\nodemo10.szp
\Ajioka\ADemo\nodemo11.szp
\Ajioka\ADemo\nodemo12.szp
\Ajioka\ADemo\nodemo13.szp
\Ajioka\ADemo\nodemo14.szp
\Ajioka\ADemo\oodemo01.szp
\Ajioka\ADemo\oodemo02.szp
\Ajioka\ADemo\oodemo03.szp
\Ajioka\ADemo\oodemo04.szp
\Ajioka\ADemo\oodemo05.szp
\Ajioka\ADemo\oodemo06.szp
\Ajioka\ADemo\oodemo07.szp
\Ajioka\ADemo\oodemo08.szp
\Ajioka\ADemo\oodemo09.szp
\Ajioka\ADemo\oodemo10.szp
\Ajioka\ADemo\oodemo11.szp
\Ajioka\ADemo\oodemo12.szp
\Ajioka\ADemo\oodemo13.szp
\Ajioka\ADemo\oodemo14.szp
\Ajioka\ADemo\opcn.szp
\Ajioka\ADemo\opdn.szp
\Ajioka\ADemo\opeg.szp
\Ajioka\ADemo\opod.szp
\Ajioka\ADemo\oppm.szp
\Ajioka\ADemo\opsu.szp
\Ajioka\ADemo\opwf.szp
\Ajioka\ADemo\CVS\Entries
\Ajioka\ADemo\CVS\Repository
\Ajioka\ADemo\CVS\Root
\Ajioka\CVS\Entries
\Ajioka\CVS\Entries.Log
\Ajioka\CVS\Repository
\Ajioka\CVS\Root
\AudioRes\Banks
\AudioRes\JaiInit.aaf
\AudioRes\Seqs
\AudioRes\Stream
\AudioRes\Banks\LuiSe2_0.aw
\AudioRes\Banks\LuiSec0_0.aw
\AudioRes\Banks\LuiSec1_0.aw
\AudioRes\Banks\LuiSec2_0.aw
\AudioRes\Seqs\JaiArcS.arc
\AudioRes\Stream\TMansion.afc
\AudioRes\Stream\TMOpen.afc
\CVS\Entries
\CVS\Entries.Log
\CVS\Repository
\CVS\Root
\Effect\CVS
\Effect\door.bck
\Effect\door.bmd
\Effect\door.key
\Effect\door.mdl
\Effect\effect.bmd
\Effect\effect.btk
\Effect\hakko.bti
\Effect\CVS\Entries
\Effect\CVS\Repository
\Effect\CVS\Root
\Ending\CVS
\Ending\end_ms.bti
\Ending\English
\Ending\house_00.bti
\Ending\h_P00.bti
\Ending\h_P00G.bti
\Ending\h_P01.bti
\Ending\h_P01G.bti
\Ending\h_P02.bti
\Ending\h_P02G.bti
\Ending\h_P03.bti
\Ending\h_P03G.bti
\Ending\h_P04.bti
\Ending\h_P04G.bti
\Ending\h_P05.bti
\Ending\h_P05G.bti
\Ending\h_P06.bti
\Ending\h_P06G.bti
\Ending\h_P07.bti
\Ending\h_P07G.bti
\Ending\luigi_b.bti
\Ending\luigi_g.bti
\Ending\luigi_V.bti
\Ending\mes_b.bti
\Ending\mes_b1.bti
\Ending\mes_g.bti
\Ending\mes_V.bti
\Ending\me_kan.bti
\Ending\ra_A.bti
\Ending\ra_B.bti
\Ending\ra_C.bti
\Ending\ra_D.bti
\Ending\ra_E.bti
\Ending\ra_F.bti
\Ending\ra_G.bti
\Ending\ra_H.bti
\Ending\sosite.bti
\Ending\CVS\Entries
\Ending\CVS\Repository
\Ending\CVS\Root
\Ending\English\CVS
\Ending\English\end_msE.bti
\Ending\English\mes_bE.bti
\Ending\English\mes_gE.bti
\Ending\English\mes_VE.bti
\Ending\English\me_kanE.bti
\Ending\English\ra_AE.bti
\Ending\English\ra_BE.bti
\Ending\English\ra_CE.bti
\Ending\English\ra_DE.bti
\Ending\English\ra_EE.bti
\Ending\English\ra_FE.bti
\Ending\English\ra_GE.bti
\Ending\English\ra_HE.bti
\Ending\English\CVS\Entries
\Ending\English\CVS\Repository
\Ending\English\CVS\Root
\Event\CVS
\Event\event00.szp
\Event\event01.szp
\Event\event02.szp
\Event\event03.szp
\Event\event04.szp
\Event\event05.szp
\Event\event06.szp
\Event\event07.szp
\Event\event08.szp
\Event\event09.szp
\Event\event10.szp
\Event\event100.szp
\Event\event101.szp
\Event\event11.szp
\Event\event12.szp
\Event\event13.szp
\Event\event14.szp
\Event\event15.szp
\Event\event16.szp
\Event\event17.szp
\Event\event18.szp
\Event\event19.szp
\Event\event20.szp
\Event\event21.szp
\Event\event22.szp
\Event\event23.szp
\Event\event24.szp
\Event\event25.szp
\Event\event26.szp
\Event\event27.szp
\Event\event28.szp
\Event\event29.szp
\Event\event30.szp
\Event\event31.szp
\Event\event32.szp
\Event\event33.szp
\Event\event34.szp
\Event\event35.szp
\Event\event36.szp
\Event\event37.szp
\Event\event38.szp
\Event\event39.szp
\Event\event40.szp
\Event\event41.szp
\Event\event42.szp
\Event\event43.szp
\Event\event44.szp
\Event\event45.szp
\Event\event46.szp
\Event\event47.szp
\Event\event48.szp
\Event\event49.szp
\Event\event50.szp
\Event\event51.szp
\Event\event52.szp
\Event\event53.szp
\Event\event54.szp
\Event\event55.szp
\Event\event56.szp
\Event\event57.szp
\Event\event58.szp
\Event\event59.szp
\Event\event60.szp
\Event\event61.szp
\Event\event62.szp
\Event\event63.szp
\Event\event64.szp
\Event\event65.szp
\Event\event66.szp
\Event\event67.szp
\Event\event68.szp
\Event\event69.szp
\Event\event70.szp
\Event\event71.szp
\Event\event72.szp
\Event\event73.szp
\Event\event74.szp
\Event\event75.szp
\Event\event76.szp
\Event\event77.szp
\Event\event78.szp
\Event\event79.szp
\Event\event80.szp
\Event\event81.szp
\Event\event82.szp
\Event\event83.szp
\Event\event84.szp
\Event\event85.szp
\Event\event86.szp
\Event\event87.szp
\Event\event88.szp
\Event\event89.szp
\Event\event90.szp
\Event\event91.szp
\Event\event92.szp
\Event\event93.szp
\Event\event94.szp
\Event\event95.szp
\Event\event96.szp
\Event\event97.szp
\Event\event98.szp
\Event\event99.szp
\Event\CVS\Entries
\Event\CVS\Repository
\Event\CVS\Root
\Game\CVS
\Game\game.szp
\Game\game_usa.szp
\Game\CVS\Entries
\Game\CVS\Repository
\Game\CVS\Root
\Iwamoto\CVS
\Iwamoto\map0
\Iwamoto\map1
\Iwamoto\map10
\Iwamoto\map11
\Iwamoto\map12
\Iwamoto\map13
\Iwamoto\map2
\Iwamoto\map3
\Iwamoto\map4
\Iwamoto\map5
\Iwamoto\map6
\Iwamoto\map7
\Iwamoto\map8
\Iwamoto\map9
\Iwamoto\vrball_B.szp
\Iwamoto\vrball_M.szp
\Iwamoto\vrKoopa.szp
\Iwamoto\CVS\Entries
\Iwamoto\CVS\Repository
\Iwamoto\CVS\Root
\Iwamoto\map0\CVS
\Iwamoto\map0\test_00.bin
\Iwamoto\map0\test_01.bin
\Iwamoto\map0\test_02.bin
\Iwamoto\map0\test_03.bin
\Iwamoto\map0\CVS\Entries
\Iwamoto\map0\CVS\Repository
\Iwamoto\map0\CVS\Root
\Iwamoto\map1\CVS
\Iwamoto\map1\hakase.arc
\Iwamoto\map1\h_01.bin
\Iwamoto\map1\h_02.bin
\Iwamoto\map1\CVS\Entries
\Iwamoto\map1\CVS\Repository
\Iwamoto\map1\CVS\Root
\Iwamoto\map10\CVS
\Iwamoto\map10\roombed.arc
\Iwamoto\map10\CVS\Entries
\Iwamoto\map10\CVS\Repository
\Iwamoto\map10\CVS\Root
\Iwamoto\map11\beranda.arc
\Iwamoto\map11\CVS
\Iwamoto\map11\CVS\Entries
\Iwamoto\map11\CVS\Repository
\Iwamoto\map11\CVS\Root
\Iwamoto\map12\CVS
\Iwamoto\map12\h_02.bin
\Iwamoto\map12\CVS\Entries
\Iwamoto\map12\CVS\Repository
\Iwamoto\map12\CVS\Root
\Iwamoto\map13\CVS
\Iwamoto\map13\tombboss.arc
\Iwamoto\map13\CVS\Entries
\Iwamoto\map13\CVS\Repository
\Iwamoto\map13\CVS\Root
\Iwamoto\map2\CVS
\Iwamoto\map2\gidemap.szp
\Iwamoto\map2\room01A.bin
\Iwamoto\map2\room_00.arc
\Iwamoto\map2\room_01.arc
\Iwamoto\map2\room_02.arc
\Iwamoto\map2\room_03.arc
\Iwamoto\map2\room_04.arc
\Iwamoto\map2\room_05.arc
\Iwamoto\map2\room_06.arc
\Iwamoto\map2\room_07.arc
\Iwamoto\map2\room_08.arc
\Iwamoto\map2\room_09.arc
\Iwamoto\map2\room_10.arc
\Iwamoto\map2\room_11.arc
\Iwamoto\map2\room_12.arc
\Iwamoto\map2\room_13.arc
\Iwamoto\map2\room_14.arc
\Iwamoto\map2\room_15.arc
\Iwamoto\map2\room_16.arc
\Iwamoto\map2\room_17.arc
\Iwamoto\map2\room_18.arc
\Iwamoto\map2\room_19.arc
\Iwamoto\map2\room_20.arc
\Iwamoto\map2\room_21.arc
\Iwamoto\map2\room_22.arc
\Iwamoto\map2\room_23.arc
\Iwamoto\map2\room_24.arc
\Iwamoto\map2\room_25.arc
\Iwamoto\map2\room_26.arc
\Iwamoto\map2\room_27.arc
\Iwamoto\map2\room_28.arc
\Iwamoto\map2\room_28A.arc
\Iwamoto\map2\room_29.arc
\Iwamoto\map2\room_30.arc
\Iwamoto\map2\room_31.arc
\Iwamoto\map2\room_32.arc
\Iwamoto\map2\room_33.arc
\Iwamoto\map2\room_34.arc
\Iwamoto\map2\room_35.arc
\Iwamoto\map2\room_36.arc
\Iwamoto\map2\room_37.arc
\Iwamoto\map2\room_38.arc
\Iwamoto\map2\room_39.arc
\Iwamoto\map2\room_40.arc
\Iwamoto\map2\room_41.arc
\Iwamoto\map2\room_42.arc
\Iwamoto\map2\room_43.arc
\Iwamoto\map2\room_44.arc
\Iwamoto\map2\room_45.arc
\Iwamoto\map2\room_46.arc
\Iwamoto\map2\room_47.arc
\Iwamoto\map2\room_48.arc
\Iwamoto\map2\room_49.arc
\Iwamoto\map2\room_50.arc
\Iwamoto\map2\room_51.arc
\Iwamoto\map2\room_52.arc
\Iwamoto\map2\room_53.arc
\Iwamoto\map2\room_54.arc
\Iwamoto\map2\room_55.arc
\Iwamoto\map2\room_56.arc
\Iwamoto\map2\room_57.arc
\Iwamoto\map2\room_58.arc
\Iwamoto\map2\room_59.arc
\Iwamoto\map2\room_60.arc
\Iwamoto\map2\room_61.arc
\Iwamoto\map2\room_62.arc
\Iwamoto\map2\room_63.arc
\Iwamoto\map2\room_64.arc
\Iwamoto\map2\room_65.arc
\Iwamoto\map2\room_66.arc
\Iwamoto\map2\room_67.arc
\Iwamoto\map2\room_68.arc
\Iwamoto\map2\room_69.arc
\Iwamoto\map2\room_70.arc
\Iwamoto\map2\room_71.arc
\Iwamoto\map2\room_72.arc
\Iwamoto\map2\room_73.arc
\Iwamoto\map2\CVS\Entries
\Iwamoto\map2\CVS\Repository
\Iwamoto\map2\CVS\Root
\Iwamoto\map3\CVS
\Iwamoto\map3\h_07_00.arc
\Iwamoto\map3\CVS\Entries
\Iwamoto\map3\CVS\Repository
\Iwamoto\map3\CVS\Root
\Iwamoto\map4\CVS
\Iwamoto\map4\h_02.bin
\Iwamoto\map4\CVS\Entries
\Iwamoto\map4\CVS\Repository
\Iwamoto\map4\CVS\Root
\Iwamoto\map5\CVS
\Iwamoto\map5\h_03_00.bin
\Iwamoto\map5\h_03_01.bin
\Iwamoto\map5\h_03_02.bin
\Iwamoto\map5\h_03_03.bin
\Iwamoto\map5\CVS\Entries
\Iwamoto\map5\CVS\Repository
\Iwamoto\map5\CVS\Root
\Iwamoto\map6\CVS
\Iwamoto\map6\gyara_00.arc
\Iwamoto\map6\gyara_01.arc
\Iwamoto\map6\gyara_02.arc
\Iwamoto\map6\gyara_03.arc
\Iwamoto\map6\CVS\Entries
\Iwamoto\map6\CVS\Repository
\Iwamoto\map6\CVS\Root
\Iwamoto\map7\CVS
\Iwamoto\map7\h_05_00.bin
\Iwamoto\map7\h_05_01.bin
\Iwamoto\map7\h_05_02.bin
\Iwamoto\map7\h_05_03.bin
\Iwamoto\map7\CVS\Entries
\Iwamoto\map7\CVS\Repository
\Iwamoto\map7\CVS\Root
\Iwamoto\map8\CVS
\Iwamoto\map8\h_06_00.bin
\Iwamoto\map8\h_06_01.bin
\Iwamoto\map8\h_06_02.bin
\Iwamoto\map8\h_06_03.bin
\Iwamoto\map8\CVS\Entries
\Iwamoto\map8\CVS\Repository
\Iwamoto\map8\CVS\Root
\Iwamoto\map9\CVS
\Iwamoto\map9\lastroof.arc
\Iwamoto\map9\CVS\Entries
\Iwamoto\map9\CVS\Repository
\Iwamoto\map9\CVS\Root
\Kawano\CVS
\Kawano\ENGLISH
\Kawano\res_aaa1.szp
\Kawano\res_aaa2.szp
\Kawano\res_aaa3.szp
\Kawano\res_aaa4.szp
\Kawano\res_acnt.szp
\Kawano\res_cont.szp
\Kawano\res_crcl.szp
\Kawano\res_hisc.szp
\Kawano\res_kwnx.szp
\Kawano\res_save.szp
\Kawano\res_slct.szp
\Kawano\res_stf1.szp
\Kawano\res_stf2.szp
\Kawano\res_stf3.szp
\Kawano\res_stf4.szp
\Kawano\CVS\Entries
\Kawano\CVS\Repository
\Kawano\CVS\Root
\Kawano\ENGLISH\CVS
\Kawano\ENGLISH\res_aaa1.szp
\Kawano\ENGLISH\res_aaa2.szp
\Kawano\ENGLISH\res_aaa3.szp
\Kawano\ENGLISH\res_aaa4.szp
\Kawano\ENGLISH\res_acnt.szp
\Kawano\ENGLISH\res_cont.szp
\Kawano\ENGLISH\res_save.szp
\Kawano\ENGLISH\res_slct.szp
\Kawano\ENGLISH\CVS\Entries
\Kawano\ENGLISH\CVS\Repository
\Kawano\ENGLISH\CVS\Root
\Map\CVS
\Map\map0.szp
\Map\map1.szp
\Map\map10.szp
\Map\map11.szp
\Map\map12.szp
\Map\map13.szp
\Map\map2.szp
\Map\map3.szp
\Map\map4.szp
\Map\map5.szp
\Map\map6.szp
\Map\map7.szp
\Map\map8.szp
\Map\map9.szp
\Map\CVS\Entries
\Map\CVS\Repository
\Map\CVS\Root
\model\baby.szp (chauncy)
\model\babyball.szp
\model\ball.szp
\model\banaoba.szp
\model\barbell.szp
\model\bat.szp
\model\bball.szp
\model\beam.szp
\model\bfire.szp
\model\blossom.szp
\model\bmario.szp
\model\bomb.szp
\model\bone.szp
\model\bottle01.szp
\model\boy.szp
\model\bshadow.szp
\model\bshadow2.szp
\model\builder.szp
\model\candle.szp
\model\car.szp
\model\CVS
\model\dancer.szp
\model\dancer2.szp
\model\demobak1.szp
\model\denwa.szp
\model\dhakase.szp
\model\dhakase2.szp
\model\dkikai.szp
\model\dkoppa.szp
\model\dluige01.szp
\model\dluige02.szp
\model\dluige03.szp
\model\dmario.szp
\model\dog.szp
\model\doll.szp
\model\door.szp
\model\door2.szp
\model\door3.szp
\model\dummy.szp
\model\dust.szp
\model\dwaku.szp
\model\eater.szp
\model\ed07key.szp
\model\ed07rug.szp
\model\edarm.szp
\model\edashuk.szp
\model\edbet.szp
\model\edfuta.szp
\model\edsentak.szp
\model\edtv.szp
\model\edusiro.szp
\model\elh.szp
\model\fat.szp
\model\father.szp
\model\flag.szp
\model\gaka.szp
\model\gameboy.szp
\model\girl.szp
\model\gun.szp
\model\hcue.szp
\model\heart.szp
\model\heylance.szp
\model\heymask.szp
\model\heypo.szp
\model\htama.szp
\model\hustler.szp
\model\ibook.szp
\model\ibox.szp
\model\ifly.szp
\model\ikuma.szp
\model\inabe.szp
\model\iphone.szp
\model\isu.szp
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\model\obake04.szp
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\model\shower.szp
\model\situji.szp
\model\skul.szp
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\model\telesa2.szp
\model\tenjyo.szp
\model\tomato.szp
\model\topoo.szp
\model\tubone.szp
\model\turara.szp
\model\uranai.szp
\model\vbody.szp
\model\vhead.szp
\model\waiter.szp
\model\wpair.szp
\model\wplight.szp
\model\wpwater.szp
\model\yukiyama.szp
\model\zenmai.szp
\model\CVS\Entries
\model\CVS\Repository
\model\CVS\Root
\Movie\pikminS.h4m
\Nakamura\CVS
\Nakamura\gallery.bin
\Nakamura\up
\Nakamura\CVS\Entries
\Nakamura\CVS\Repository
\Nakamura\CVS\Root
\Nakamura\up\bg.bti
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\Nakamura\up\CVS
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\system\CVS
\system\system.arc
\system\CVS\Entries
\system\CVS\Repository
\system\CVS\Root
</pre>
===PAL===
<pre>
\Ajioka
\AudioRes
\boot.dol
\CVS
\Effect
\Ending
\Event
\Game
\Iwamoto
\Kawano
\Map
\model
\Movie
\Nakamura
\opening.bnr
\system
\opening.bnr
\&&systemdata\AppLoader.ldr
\&&systemdata\Game.toc
\&&systemdata\ISO.hdr
\&&systemdata\Start.dol
\Ajioka\ADemo\codemo01.szp
\Ajioka\ADemo\codemo02.szp
\Ajioka\ADemo\codemo03.szp
\Ajioka\ADemo\codemo04.szp
\Ajioka\ADemo\codemo05.szp
\Ajioka\ADemo\codemo06.szp
\Ajioka\ADemo\codemo07.szp
\Ajioka\ADemo\codemo08.szp
\Ajioka\ADemo\codemo09.szp
\Ajioka\ADemo\codemo10.szp
\Ajioka\ADemo\codemo11.szp
\Ajioka\ADemo\codemo12.szp
\Ajioka\ADemo\codemo13.szp
\Ajioka\ADemo\codemo14.szp
\Ajioka\ADemo\dodb.szp
\Ajioka\ADemo\dotb.szp
\Ajioka\ADemo\gameboy.szp
\Ajioka\ADemo\gbdemo01.szp
\Ajioka\ADemo\gbdemo02.szp
\Ajioka\ADemo\gbdemo03.szp
\Ajioka\ADemo\gbdemo04.szp
\Ajioka\ADemo\gbdemo05.szp
\Ajioka\ADemo\gbdemo06.szp
\Ajioka\ADemo\gbdemo07.szp
\Ajioka\ADemo\hodemo01.szp
\Ajioka\ADemo\hodemo02.szp
\Ajioka\ADemo\hodemo03.szp
\Ajioka\ADemo\hodemo04.szp
\Ajioka\ADemo\hodemo05.szp
\Ajioka\ADemo\hodemo06.szp
\Ajioka\ADemo\hodemo07.szp
\Ajioka\ADemo\hodemo08.szp
\Ajioka\ADemo\hodemo09.szp
\Ajioka\ADemo\hodemo10.szp
\Ajioka\ADemo\hodemo11.szp
\Ajioka\ADemo\hodemo12.szp
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\Ajioka\ADemo\nodemo07.szp
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\Ajioka\ADemo\nodemo09.szp
\Ajioka\ADemo\nodemo10.szp
\Ajioka\ADemo\nodemo11.szp
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\Ajioka\ADemo\CVS\Repository
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\Ajioka\CVS\Root
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\AudioRes\Seqs\JaiArcS.arc
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\Iwamoto\map11\CVS\Root
\Iwamoto\map12\h_02.bin
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\Iwamoto\map12\CVS\Repository
\Iwamoto\map12\CVS\Root
\Iwamoto\map13\tombboss.arc
\Iwamoto\map13\CVS\Entries
\Iwamoto\map13\CVS\Repository
\Iwamoto\map13\CVS\Root
\Iwamoto\map2\gidemap.szp
\Iwamoto\map2\room01A.bin
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\Iwamoto\map2\room_01.arc
\Iwamoto\map2\room_02.arc
\Iwamoto\map2\room_03.arc
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\Iwamoto\map2\room_05.arc
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\Iwamoto\map2\room_07.arc
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\Iwamoto\map2\room_22.arc
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\Iwamoto\map2\room_25.arc
\Iwamoto\map2\room_26.arc
\Iwamoto\map2\room_27.arc
\Iwamoto\map2\room_28.arc
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\Iwamoto\map2\room_29.arc
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\Iwamoto\map2\room_33.arc
\Iwamoto\map2\room_34.arc
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\Iwamoto\map2\room_44.arc
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\Iwamoto\map2\room_47.arc
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\Iwamoto\map2\room_53.arc
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\Iwamoto\map2\room_56.arc
\Iwamoto\map2\room_57.arc
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\Iwamoto\map2\room_60.arc
\Iwamoto\map2\room_61.arc
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\Iwamoto\map2\room_64.arc
\Iwamoto\map2\room_65.arc
\Iwamoto\map2\room_66.arc
\Iwamoto\map2\room_67.arc
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\Iwamoto\map2\room_69.arc
\Iwamoto\map2\room_70.arc
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\Iwamoto\map2\room_72.arc
\Iwamoto\map2\room_73.arc
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\Nakamura\up\oba14gp0.mdl
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\Nakamura\up\oba15gp0.mdl
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\Nakamura\up\oba15gp2.mdl
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\Nakamura\up\oba16gp0.mdl
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\Nakamura\up\oba18gp0.mdl
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\Nakamura\up\oba18gp2.mdl
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\Nakamura\up\oba22gp0.mdl
\Nakamura\up\oba22gp1.mdl
\Nakamura\up\oba22gp2.mdl
\Nakamura\up\oba22gp3.mdl
\Nakamura\up\oba23gp0.mdl
\Nakamura\up\oba23gp1.mdl
\Nakamura\up\oba23gp2.mdl
\Nakamura\up\oba23gp3.mdl
\Nakamura\up\up_kabe.mdl
\Nakamura\up\up_kupa.mdl
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\Nakamura\up\CVS\Root
\system\system.arc
\system\CVS\Entries
\system\CVS\Repository
\system\CVS\Root
</pre>
[[Category:Luigi's Mansion Hacking]]
cb72mmeyzwlnwjxu0hkc5lf8n79cpqa
Luigi's Mansion:ROM map/game usa.szp
0
153
492
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2019-03-17T14:23:09Z
Luigim1
30442431
Luigim1 moved page [[Luigi's Mansion:Filesystem/game usa.szp]] to [[Luigi's Mansion:ROM map/game usa.szp]]: oops
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text/x-wiki
{| class="wikitable"
|-
! Item
! Content
|-
| 📂 <tt>[[Luigi's Mansion:Filesystem/game usa.szp/ajioka|ajioka]]</tt>||
|-
| 📂 <tt>[[Luigi's Mansion:Filesystem/game usa.szp/iwamoto|iwamoto]]</tt>||?
|-
| 📂 <tt>[[Luigi's Mansion:Filesystem/game usa.szp/kawano|kawano]]</tt>||Ingame HUD.
|-
| 📂 <tt>[[Luigi's Mansion:Filesystem/game usa.szp/kh_effect|kh_effect]]</tt>||Particle effects.
|-
| 📂 <tt>[[Luigi's Mansion:Filesystem/game usa.szp/kt_static|kt_static]]</tt>||Posters and curtains.
|-
| 📂 <tt>[[Luigi's Mansion:Filesystem/game usa.szp/model|model]]</tt>||Ingame models replaced in RAM.
|-
| 📂 <tt>[[Luigi's Mansion:Filesystem/game usa.szp/param|param]]</tt>||Ghost params.
|-
| 📄 <tt>hakko.bti</tt>|| Ghost glow graphic.
|-
|}
65b8s1txyk5tivvix6d7lpalv3d8xe4
Luigi's Mansion:Tutorials
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157
705
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2019-11-04T17:52:07Z
Luigim1
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text/x-wiki
{{TutorialPage|game=Luigi's Mansion}}
==Get Started==
{{subpage|Introduction|text=If you want to get started on how to hack LM, click me!|}}
==Making Cutscenes==
{{subpage|Events|text=Lights, camera, action!|}}
0eafoxx3doiorgtavn66h62znh9z105
Luigi's Mansion:Tutorials/Events
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207
706
2019-11-04T17:52:19Z
Luigim1
30442431
Created page with "wip"
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text/x-wiki
wip
ctcv8yk12vildty3p2p57q56gzwocm4
Luigi's Mansion: Dark Moon
0
82
691
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{{Game
|title = Luigi's Mansion: Dark Moon
|image = [[Image:Lm-title 3ds.png|center|320px]]
|icon = [[Image:Luigis Mansion-DM Icon48.png|left]] [[Image:Luigis Mansion-DM Icon24.png]]
|game = Luigi's Mansion: Dark Moon<br />Luigi's Mansion 2<br />>ルイージマンション2<br />루이지 맨션 다크 문
|developer = Next Level Games<br />Nintendo
|gameid = JAP: 0004000000076400<br/>USA: 0004000000055F00<br/>EUR: 0004000000076500<br/>KOR: 00040000000D0000
|released = JAP: March 20, 2013<br />USA: March 24, 2013<br />EUR: March 28, 2013<br />KOR: July 18, 2013
|versions = JAP: CTR-AGGJ<br />USA: CTR-AGGE<br />EUR: CTR-AGGP<br />KOR: CTR-AGGK<br />
|isoromsize = JAP: <br/>USA: 842.76 MB [6742 blocks]<br/>EUR: 843.85 MB [6751 blocks]<br/>KOR:
|system = Nintendo 3DS
|projectid = LM3DS
}}
'''Luigi's Mansion: Dark Moon''' (also known as '''Luigi's Mansion 2''' overseas) is an action-adventure game developed by Next Level Games and Nintendo, released worldwide in 2013 for the Nintendo 3DS. The professor wakes Luigi during his slumber and teleports him to his lab after King Boo breaks the Dark Moon into six pieces. <br><br>Can Luigi summon the courage to save Evershade Valley?
{{LM 3DS}}
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Luigi's Mansion: Dark Moon:Docs
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==Text==
{{subpage|.nloc|text=Localizing stuff.|}}
==Archive==
{{subpage|.data|text=Apparently they are container files.|}}
{{subpage|.dict|text=Finding data offsets as well as other information.|}}
==Audio==
{{subpage|.bnk|text=Audio bank... isn't it actually BKHD?|}}
==Model==
{{subpage|.cgfx|text=The "All-In-One" model format.|}}
==Settings==
{{subpage|.ini|text=Configuration file, nothing big here.|}}
{{subpage|.config|text=In before Greenie Ghost at the speed of light.|}}
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Luigi's Mansion: Dark Moon:Docs/.NLOC
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===Summary===
'''NLOC files can be fully edited. It can be extracted and imported.'''
In Luigi Mansion: Dark Moon, NLOC localization files are used for translations of the game in various languages. They are in the DATA container format.
===Format Information===
{| class="wikitable"
|-
! Offset
! Description
|-
| 0x00-03
| Magic Identifier 'NLOC'
|-
| 0x04-07
| Unknown. It appears its always set to 1?
|-
| 0x08-0B
| Language ID?
|-
| 0x0C-0F
| Number of strings
|-
|}
====String info table:====
{| class="wikitable"
|-
! Offset
! Description
|-
| 0x00-03
| String offset, relative to the end of this table
|-
| 0x04-07
| Some sort of hash/ID. Entries are sorted by this. Consistent across languages for equivalent strings.
|-
| 0x08-0B
| Language ID?
|-
| 0x0C-0F
| Number of strings
|-
|
| Then UTF-16 (UCS-2?) null-terminated text strings.
|-
|}
Strings appear to be in whatever order NLG decided to put them in: Similar strings are grouped together in locally logical order.
<pre>
# 10/29/16
# NLOC haxxor script
# By RoadrunnerWMC
# ~~~~~~~~~~
# NLOC: Next level LOCalization? Localizable text strings.
# Probably does, since if you get a hash ID wrong, it defaults to
# "missing loc string". Which certainly looks like "localized" in
# that context.
# 00-03 "NLOC"
# 04-07 1... always? (TODO: check if it is.)
# 08-0B Looks like a hash of the language name or ID, in some way.
# (considering it's the same in both english.data's but different in dutch.data)
# 0C-0F Number of strings
# String info table:
# 00-03 String offset, relative to the end of this table
# 04-07 Some sort of hash/ID. Entries are sorted by this.
# Consistent across languages for equivalent strings.
# Then UTF-16 (UCS-2?) null-terminated text strings.
# Strings appear to be in whatever order NLG decided to put them in:
# similar strings are grouped together in locally logical order.
</pre>
====Misc====
The tool doesn't seem to work properly, showing a syntax error regardless of input.
<pre>
File "nloc.py", line 140
def readNLOC(data, *, endian='<')
^
SyntaxError: invalid syntax
</pre>
{{source|https://gist.github.com/RoadrunnerWMC/f4253ef38c8f51869674a46ee73eaa9f}}
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'''WIP'''<br>
https://aluigi.altervista.org/quickbms.htm<br>
https://hcs64.com/mboard/forum.php?showthread=37864&showpage=123<br>
https://forum.xentax.com/viewtopic.php?t=4450<br>
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===Summary===
'''CGFX files can be fully edited(?).'''
In Luigi Mansion: Dark Moon, CGFX is a container format used to store graphics resources. It can contain 3D models, textures and animation data.
== CGFX ==
CGFX header :
{| class="wikitable"
|-
! Offset
! Length
! Description
|-
| 0x0
| 0x4
| Magic "CGFX"
|-
| 0x4
| 0x2
| Byte order mark: FFFE (little endian) or FEFF (big endian)
|-
| 0x6
| 0x2
| CGFX header size
|-
| 0x8
| 0x4
| Revision
|-
| 0xC
| 0x4
| File size (bytes)
|-
| 0x10
| 0x4
| Number of entries
|}
A typical CGFX file contains two main entries, beginning directly after the CGFX header: DATA and IMAG.
== DATA ==
DATA contains a list of DICT references.
DATA header (for N = 0..15) :
{| class="wikitable"
|-
! Offset
! Length
! Description
|-
| 0x0
| 0x4
| Magic "DATA"
|-
| 0x4
| 0x4
| DATA Size (in bytes)
|-
| 0x8 +(N*8)
| 0x4
| Number of entries in DICT N
|-
| 0xC +(N*8)
| 0x4
| Offset (self-relative) to DICT N
|}
The DATA header contains the entry counts and offsets for each DICT entry. The number of entries can vary (probably based on the version?), but are always in the following order. Any unused entries are zeroed.
Typical entries:
{| class="wikitable"
|-
! N
! Type
|-
| 0
| Models
|-
| 1
| Textures
|-
| 2
| LUTS (Material/Color/Shader look-up tables?)
|-
| 3
| Materials
|-
| 4
| Shaders
|-
| 5
| Cameras
|-
| 6
| Lights
|-
| 7
| Fog
|-
| 8
| Environments
|-
| 9
| Skeleton animations
|-
| 10
| Texture animations
|-
| 11
| Visibility animations
|-
| 12
| Camera animations
|-
| 13
| Light animations
|-
| 14
| Emitters
|-
| 15
| Unknown
|}
== DICT ==
DICTs are generic structures used to store values (and associate them to a key ?). A DICT header is 0x1C bytes long.
DICT header :
{| class="wikitable"
|-
! Offset
! Length
! Description
|-
| 0x0
| 0x4
| Magic "DICT"
|-
| 0x4
| 0x4
| DICT size (in bytes)
|-
| 0x8
| 0x4
| Number of entries
|-
| 0xC
| 0x4
| ?
|-
| 0x10
| 0x2
| Unknown. Seems to be shifted left by 4 bits in the source.
|-
| 0x10
| 0x2
| ?
|-
| 0x12
| 0xA
| ?
|}
DICT entry:
{| class="wikitable"
|-
! Offset
! Length
! Description
|-
| 0x0
| 0x4
| ?
|-
| 0x4
| 0x2
| ?
|-
| 0x6
| 0x2
| ?
|-
| 0x8
| 0x4
| Offset (self-relative) to symbol
|-
| 0xC
| 0x4
| Offset (self-relative) to object
|}
== CMDL ==
CMDL is used to describe a 3D model.
CMDL Header :
{| class="wikitable"
|-
! Offset
! Length
! Description
|-
| 0x0
| 0x4
| Flags (bit 7: hasSkeletonSobj)
|-
| 0x4
| 0x4
| Magic "CMDL"
|-
| 0x8
| 0x4
| ?
|-
| 0xC
| 0x4
| Offset (self-relative) to model name
|-
| 0x10
| 0x18
| ?
|-
| 0x28
| 0x4
| Number of entries in Animation Types DICT
|-
| 0x2C
| 0x4
| Offset (self-relative) to Animation Types DICT
|-
| 0x30
| 0xC
| Global scale vector (3 floats : x, y, z)
|-
| 0x3C
| 0x18
| ?
|-
| 0x54
| 0x30
| Matrix 1
|-
| 0x84
| 0x30
| Matrix 2
|-
| 0xB4
| 0x4
| Number of Vertex Info SOBJ entries
|-
| 0xB8
| 0x4
| Offset (self-relative) to Vertex Info SOBJ list
|-
| 0xBC
| 0x4
| Number of MTOB DICT entries
|-
| 0xC0
| 0x4
| Offset (self-relative) to MTOB DICT
|-
| 0xC4
| 0x4
| Number of Vertex Info SOBJ entries
|-
| 0xC8
| 0x4
| Offset (self-relative) to Vertex Info SOBJ list
|-
| 0xCC
| 0x4
| Number of Unknown DICT entries
|-
| 0xD0
| 0x4
| Offset (self-relative) to Unknown DICT
|-
| 0xD4
| 0xC
| ?
|-
| 0xE0
| 0x4
| Skeleton Info SOBJ offset (self-relative) [only present if flag bit 7 is set]
|-
| 0xB8+[0xB8]
| 0x4*N
| Vertex Info SOBJ self-relative offset list
|}
A CMDL section refers to outside data; it can not be considered separately from the rest of the CGFX file.
The second DICT in the CMDL section contains offsets to MTOB objects.
== SOBJ ==
SOBJ structures can be used to describe 3D objects that are part of the model. If such is the case then they will follow this structure :
{| class="wikitable"
|-
! Offset
! Length
! Description
|-
| 0x0
| 0x4
| Flags (bit 4: model; bit 1: skeleton)
|-
| 0x4
| 0x4
| Magic "SOBJ"
|-
| 0x8
| 0x4
| ?
|-
| 0xC
| 0x4
| Unknown symbol offset (self-relative)
|-
| 0x10
| 0xC
| ?
|-
| 0x1C
| 0x4
| Offset (self-relative) to Unknown1 (appears to hold array of floats) ?
|-
| 0x20
| 0xC
| Mesh position offset (X/Y/Z floats)
|-
| 0x2C
| 0x4
| Face groups count
|-
| 0x30
| 0x4
| Offset (self-relative) to face groups offset array
|-
| 0x34
| 0x4
| ?
|-
| 0x38
| 0x4
| Vertex groups count
|-
| 0x3C
| 0x4
| Offset (self-relative) to vertex groups offset array
|-
| 0x40
| 0x4
| Unknown offset (self-relative) ?
|}
Face groups:
{| class="wikitable"
|-
! Offset
! Length
! Description
|-
| 0x0
| 0x4
| Bone groups count
|-
| 0x4
| 0x4
| Offset (self-relative) to UInt32 bone group IDs array
|-
| 0x8
| 0x4
| ?
|-
| 0xC
| 0x4
| Unknown2 count
|-
| 0x10
| 0x4
| Offset (self-relative) to Unknown2 offset array
|}
Unknown2:
{| class="wikitable"
|-
! Offset
! Length
! Description
|-
| 0x0
| 0x4
| Face group descriptor count
|-
| 0x4
| 0x4
| Offset (self-relative) to face array descriptors offset array
|-
| 0x8
| 0x4
| Unknown3 count
|-
| 0xC
| 0x4
| Offset (self-relative) to UInt32 Unknown3 array
|-
| 0x10
| 0x8
| ?
|}
Face array descriptor:
{| class="wikitable"
|-
! Offset
! Length
! Description
|-
| 0x0
| 0x4
| Flags (bit 1: vertex index format: 0=byte, 1=short)
|-
| 0x4
| 0x4
| ?
|-
| 0x8
| 0x4
| Vertex index array size (in bytes)
|-
| 0xC
| 0x4
| Offset (self-relative) to vertex index array
|}
Vertex groups come in a number of different formats. Typically the first vertex group entry is of format 0x40000002 and contains the actual vertex array.
Vertex group format 0x40000002:
{| class="wikitable"
|-
! Offset
! Length
! Description
|-
| 0x0
| 0x4
| Flags (0x40000002)
|-
| 0x4
| 0x4
| ?
|-
| 0x8
| 0x4
| ?
|-
| 0xC
| 0x4
| ?
|-
| 0x10
| 0x4
| ?
|-
| 0x14
| 0x4
| Vertex array size (in bytes)
|-
| 0x18
| 0x4
| Offset (self-relative) to vertex array
|-
| 0x1C
| 0x4
| ?
|-
| 0x20
| 0x4
| ?
|-
| 0x24
| 0x4
| Vertex stride/size in bytes (see below)
|-
| 0x28
| 0x4
| Unknown3 count
|-
| 0x2C
| 0x4
| Offset (self-relative) to component declaration offset array
|}
Each mesh's primary vertex group contains an array of vertex component declaration objects, defining the order and parameters for each of a vertex's components.
Vertex component declaration:
{| class="wikitable"
|-
! Offset
! Length
! Description
|-
| 0x0
| 0x4
| Flags (0x40000001)
|-
| 0x4
| 0x4
| Vertex component type (see below)
|-
| 0x8
| 0x4
| ?
|-
| 0xC
| 0x4
| ?
|-
| 0x10
| 0x4
| ?
|-
| 0x14
| 0x4
| ?
|-
| 0x18
| 0x4
| ?
|-
| 0x1C
| 0x4
| ?
|-
| 0x20
| 0x4
| ?
|-
| 0x24
| 0x1
| Component data type (see below)
|-
| 0x25
| 0x1
| ?
|-
| 0x26
| 0x1
| ?
|-
| 0x27
| 0x1
| ?
|-
| 0x28
| 0x4
| Number of values in this component (e.g. XYZ->3, UV->2)
|-
| 0x2C
| 0x4
| Multiplier for this component's values (float)
|-
| 0x30
| 0x4
| Position of this component within vertex stride
|}
Vertex formats with bone data support multiple bone assignment. In this case, the sum of all bone weights is 0x64.
Vertex component types:
{| class="wikitable"
|-
! Value
! Type
|-
| 0x00
| Position
|-
| 0x01
| Normal
|-
| 0x02
| ? (unobserved)
|-
| 0x03
| Color
|-
| 0x04
| UV0
|-
| 0x05
| UV1
|-
| 0x06
| ? (unobserved, possibly UV2)
|-
| 0x07
| Weight
|-
| 0x08
| Index
|}
Vertex component data types:
{| class="wikitable"
|-
! Value
! Type
|-
| 0x00
| sbyte
|-
| 0x01
| byte
|-
| 0x02
| short
|-
| 0x03
| ? (unobserved, possibly ushort)
|-
| 0x04
| ? (unobserved, possibly int)
|-
| 0x05
| ? (unobserved, possibly uint)
|-
| 0x06
| float
|}
Vertex components are stored as one of the above data types, and the vertex component declaration contains a multiplier that adapts the values to the float version which the game will use.
For example, color RGBA values are stored as bytes, and the multiplier converts them from 0-255 to 0-1.0, and position components using short values are normalized via the multiplier to take advantage of the entire short value range.
== TXOB ==
TXOBs are contained within MTOBs. They can describe textures; if such is the case, then their structure is as follows :
{| class="wikitable"
|-
! Offset
! Length
! Description
|-
| 0x0
| 0x4
| Flags
|-
| 0x4
| 0x4
| Magic "TXOB"
|-
| 0x8
| 0x8
| ?
|-
| 0xC
| 0x4
| Offset (self-relative) to symbol
|-
| 0x18
| 0x4
| Texture height
|-
| 0x1C
| 0x4
| Texture width
|-
| 0x28
| 0x4
| Mipmap levels
|-
| 0x34
| 0x4
| Texture format ID (see table below)
|-
| 0x3C
| 0x4
| Texture height (?)
|-
| 0x40
| 0x4
| Texture width (?)
|-
| 0x44
| 0x4
| Texture data size
|-
| 0x48
| 0x4
| Texture data offset (self-relative)
|}
{| class="wikitable"
|-
! Texture format ID
! Description
|-
|0x0
|RGBA8
|-
|0x1
|RGB8
|-
|0x2
|RGBA5551
|-
|0x3
|RGB565
|-
|0x4
|RGBA4
|-
|0x5
|LA8
|-
|0x6
|HILO8
|-
|0x7
|L8
|-
|0x8
|A8
|-
|0x9
|LA4
|-
|0xA
|L4
|-
|0xB
|A4 ?
|-
|0xC
|ETC1 (see notes below)
|-
|0xD
|ETC1A4 ?
|}
Every texture format has its texture data divided into 8x8 tiles. See [[SMDH#Icon_graphics|SMDH]] for more information.
ETC1 is a compressed texture format which compresses blocks of 4x4 pixels into u64s. These u64 are traditionally stored in big endian; however, nintendo's implementation stores them in little endian. ETC1 textures are stored in 8x8 tiles; decompressed 4x4 therefore have to be organized accordingly. See [https://gist.github.com/smealum/8897237] for implementation example.
== LUTS ==
Appears to contain color lookup tables possibly for use with shaders.
LUTS Header:
{| class="wikitable"
|-
! Offset
! Length
! Description
|-
| 0x0
| 0x4
| Magic "LUTS"
|-
| 0x4
| 0x2
| Seems to adhere to powers of 2 (width/height/flags?)
|-
| 0x6
| 0x2
| Seems to adhere to powers of 2 (width/height/flags?)
|-
| 0x8
| 0x4
| ?
|-
| 0xC
| 0x8
| all zeroes ?
|-
| 0x14
| 0x4
| ?
|-
| 0x18
| 0x4
| Offset to DICT (self-relative) ?
|}
All observed instances have an otherwise unreferenced DICT section immediately afterward (the last LUTS value being a 0x4, which may describe the relative position of that DICT), which appears to describe material specularity.
== Skeleton data ==
Skeleton data is stored in an array. Each entry is 0xE0 bytes in length and organized this way :
{| class="wikitable"
|-
! Offset
! Length
! Description
|-
| 0x0
| 0x4
| Offset (self relative) to name symbol
|-
| 0x4
| 0x4
| ?
|-
| 0x8
| 0x4
| Joint ID
|-
| 0xC
| 0x4
| Parent joint ID
|-
| 0x10
| 0x4
| Signed offset (self-relative) to parent joint
|-
| 0x2C
| 0xC
| Angle vector (floats, x, y, z)
|-
| 0x38
| 0xC
| Position vector (floats, x, y, z)
|-
| 0x44
| 0x30
| Transformation matrix (4x3)
|-
| 0x74
| 0x30
| Identity matrix ? (4x3)
|}
Each entry stores the joint transformation data twice; once as angle/position vectors and once as a transformation matrix. Each entry also stores a second matrix which appears to always be identity. (?)
== CANM ==
CANMs are used to store skeletal animation data.
== Tools ==
* Every File Explorer
* Ohana3DS and its forks
* SPICA
== Links ==
* Another CGFX Format Description (Archived Page): [https://web.archive.org/web/20150511211029/http://florian.nouwt.com/wiki/index.php/CGFX_(File_Format) http://florian.nouwt.com/wiki/index.php/CGFX_(File_Format)]
* Original Source: [https://www.3dbrew.org/wiki/CGFX https://www.3dbrew.org/wiki/CGFX]
<!--=Extended Info=
{{WIP}}
This page is about the 3DS CGFX 3d format.
== Offsets ==
All offsets in CGFX are self-relative. That means that the file offset of the offset itself has to be added to the offset.<br>
So if you got an offset of 0x14 at address 0x80, it points to 0x80 + 0x14 = 0x94. And if it is 0x14 at 0x90, it points to 0x90 + 0x14 = 0xA4.
== DICT ==
A dictionary is a common way used in CGFX files to store the offset to some data with a name. This is the structure:
{{DataStructure}}
|0x00||0x04||String||Signature (DICT)
|-
|0x04||0x04||UInt32||Section Size
|-
|0x08||0x04||UInt32||Nr Entries (excluding the root entry, so add 1)
|-
!colspan=4|After this, the entries follow
|}
This is the structure of one entry:
{{DataStructure}}
|0x00||0x04||UInt32||Refbit
|-
|0x04||0x02||UInt16||Left Node Index
|-
|0x06||0x02||UInt16||Right Node Index
|-
|0x08||0x04||UInt32||Name Offset
|-
|0x0C||0x04||UInt32||Data Offset
|}
== Header ==
{{DataStructure}}
|0x00||0x04||String||Signature (CGFX)
|-
|0x04||0x02||UInt16||Endianness
|-
|0x06||0x04||UInt16||Header Size (0x14)
|-
|0x0A||0x02||UInt32||Version
|-
|0x0C||0x04||UInt32||File Size
|-
|0x10||0x04||UInt32||Nr Blocks (1 or 2)
|}
== DATA ==
{{DataStructure}}
|0x00||0x04||String||Signature (DATA)
|-
|0x04||0x04||UInt32||Section Size
|-
|0x08||0x04||UInt32||Nr Models
|-
|0x0C||0x04||UInt32||Models DICT Offset (0 if Nr Models = 0)
|-
|0x10||0x04||UInt32||Nr Textures
|-
|0x14||0x04||UInt32||Textures DICT Offset (0 if Nr Textures = 0)
|-
|0x18||0x04||UInt32||Nr Look Up Tables
|-
|0x1C||0x04||UInt32||Look Up Tables DICT Offset (0 if Nr Look Up Tables = 0)
|-
|0x20||0x04||UInt32||Nr Materials (not the ones inside a model)
|-
|0x24||0x04||UInt32||Materials DICT Offset (0 if Nr Material = 0)
|-
|0x28||0x04||UInt32||Nr Shaders
|-
|0x2C||0x04||UInt32||Shaders DICT Offset (0 if Nr Shaders = 0)
|-
|0x30||0x04||UInt32||Nr Cameras
|-
|0x34||0x04||UInt32||Cameras DICT Offset (0 if Nr Cameras = 0)
|-
|0x38||0x04||UInt32||Nr Lights
|-
|0x3C||0x04||UInt32||Lights DICT Offset (0 if Nr Lights = 0)
|-
|0x40||0x04||UInt32||Nr Fogs
|-
|0x44||0x04||UInt32||Fogs DICT Offset (0 if Nr Fogs = 0)
|-
|0x48||0x04||UInt32||Nr Environments
|-
|0x4C||0x04||UInt32||Environments DICT Offset (0 if Nr Environments = 0)
|-
|0x50||0x04||UInt32||Nr Bone Animations
|-
|0x54||0x04||UInt32||Bone Animations DICT Offset (0 if Nr Bone Animations = 0)
|-
|0x58||0x04||UInt32||Nr Material Animations
|-
|0x5C||0x04||UInt32||Material Animations DICT Offset (0 if Nr Material Animations = 0)
|-
|0x60||0x04||UInt32||Nr Visibility Animations
|-
|0x64||0x04||UInt32||Visibility Animations DICT Offset (0 if Nr Visibility Animations = 0)
|-
|0x68||0x04||UInt32||Nr Camera Animations
|-
|0x6C||0x04||UInt32||Camera Animations DICT Offset (0 if Nr Camera Animations = 0)
|-
|0x70||0x04||UInt32||Nr Light Animations
|-
|0x74||0x04||UInt32||Light Animations DICT Offset (0 if Nr Light Animations = 0)
|-
|0x78||0x04||UInt32||Nr Emitters
|-
|0x7C||0x04||UInt32||Emitters DICT Offset (0 if Nr Emitters = 0)
|-
!colspan=4|The following data does not always exist.
|-
|0x80||0x04||UInt32||Nr Particles
|-
|0x84||0x04||UInt32||Particles DICT Offset (0 if Nr Particles = 0)
|}
== Models (CMDL) ==
The data offset in the Models DICT points to this structure:
{{DataStructure}}
|0x00||0x04||UInt32||Type Flags
|-
|0x04||0x04||String||Signature (CMDL)
|-
|0x08||0x04||UInt32||Revision
|-
|0x0C||0x04||UInt32||Name Offset
|-
|0x10||0x04||UInt32||?
|-
|0x14||0x04||UInt32||?
|-
|0x18||0x04||UInt32||?
|-
|0x1C||0x04||UInt32||?
|-
|0x20||0x04||UInt32||?
|-
|0x24||0x04||UInt32||?
|-
|0x28||0x04||UInt32||Nr Animation Types
|-
|0x2C||0x04||UInt32||Animation Type Info DICT Offset
|-
|0x30||0x0C||[[Vector3]]||Scale
|-
|0x3C||0x0C||Vector3||Rotation
|-
|0x48||0x0C||Vector3||Translation
|-
|0x54||0x30||[[Matrix43]]||Local Matrix
|-
|0x84||0x30||Matrix43||World Matrix
|-
|0xB4||0x04||UInt32||Nr Meshes
|-
|0xB8||0x04||UInt32||Mesh Offset List Offset
|-
|0xBC||0x04||UInt32||Nr Materials
|-
|0xC0||0x04||UInt32||Materials DICT Offset
|-
|0xC4||0x04||UInt32||Nr Shapes
|-
|0xC8||0x04||UInt32||Shape Offset List Offset
|-
|0xCC||0x04||UInt32||Nr Mesh Nodes
|-
|0xD0||0x04||UInt32||Mesh Nodes Visibility DICT Offset
|-
|0xD4||0x04||UInt32||?
|-
|0xD8||0x04||UInt32||?
|-
|0xDC||0x04||UInt32||?
|-
!colspan=4|The following data only exists if bit 7 of Flags is set
|-
|0xE0||0x04||UInt32||Skeleton Info SOBJ Offset
|}
=== Animation Type Info ===
=== Materials (MTOB) ===
==== Texture Info ====
===== Linked Texture Info (TXOB) =====
==== Shader (SHDR) ====
{{DataStructure}}
|0x00||0x04||UInt32||Flags
|-
|0x04||0x04||String||Signature (SHDR)
|-
|0x08||0x04||UInt32||Revision
|-
|0x0C||0x04||UInt32||Name Offset
|-
|0x10||0x04||UInt32||?
|-
|0x14||0x04||UInt32||?
|-
|0x18||0x04||UInt32||Linked Vertex Shader Name Offset
|-
|0x1C||0x04||UInt32||?
|}
==== Fragment Shader ====
{{DataStructure}}
|0x00||0x10||Color (4 x Float)||Buffer Color
|-
|0x10||0x04||UInt32||?
|-
|0x14||0x04||UInt32||?
|-
|0x18||0x04||UInt32||?
|-
|0x1C||0x04||UInt32||?
|-
|0x20||0x04||UInt32||?
|-
|0x24||0x04||UInt32||?
|-
|0x28||0x04||UInt32||Fragment Lighting Table Offset
|-
|0x2C||0xA8||TexEnvInfo[6]||Texture Environment Infos
|-
|0xD4||0x04||UInt32||?
|-
|0xD8||0x04||UInt32||?
|-
|0xDC||0x04||Color (RGBA8)||Buffer Color
|-
|0xE0||0x14||?||? (unidentified)
|}
===== Texture Environment Info =====
{{DataStructure}}
|0x00||0x04||UInt32||Constant Color Type
|-
|0x04||0x02||UInt16||Source Rgb
|-
|0x06||0x02||UInt16||Source Alpha
|-
|0x08||0x04||UInt32||Texture Environment Command Header
|-
|0x0C||0x04||UInt32||Operands
|-
|0x10||0x02||UInt16||Combine Rgb
|-
|0x12||0x02||UInt16||Combine Alpha
|-
|0x14||0x04||Color||Constant Color
|-
|0x18||0x02||UInt16||Scale Rgb
|-
|0x1A||0x02||UInt16||Scale Alpha
|}
This is the content of both source values:
{| class=wikitable
|-
!Bits||Description
|-
|0-3||Source 1
|-
|4-7||Source 2
|-
|8-11||Source 3
|-
|12-15||Unused
|}
{| class=wikitable
|-
!Source ID||Description
|-
|0x00||Primary Color
|-
|0x01||Fragment Lighting Primary Color
|-
|0x02||Fragment Lighting Secondary Color
|-
|0x03||Texture 0
|-
|0x04||Texture 1
|-
|0x05||Texture 2
|-
|0x06||Texture 3
|-
|0x07||Unknown/Unused
|-
|0x08||Unknown/Unused
|-
|0x09||Unknown/Unused
|-
|0x0A||Unknown/Unused
|-
|0x0B||Unknown/Unused
|-
|0x0C||Unknown/Unused
|-
|0x0D||Buffer Color
|-
|0x0E||Constant Color
|-
|0x0F||Previous Color (Output of previous stage)
|}
This is the content of the operand value:
{| class=wikitable
|-
!Bits||Description
|-
|0-3||Rgb Operand 1
|-
|4-7||Rgb Operand 2
|-
|8-11||Rgb Operand 3
|-
|12-15||Alpha Operand 1
|-
|16-19||Alpha Operand 2
|-
|20-23||Alpha Operand 3
|-
|24-31||Unused
|}
The operand values describe how the source values are used as input values for the combiner. The operands are not fully known yet, so it could be wrong. The source values are i1, i2 and i3. The output comes in j1, j2 and j3. The following table is for rgb:
{| class=wikitable
|-
!Operand ID||Description
|-
|0x00||i#.rgb (# is the current operand index)
|-
|0x01||vec3(1.0) - i#.rgb (# is the current operand index)
|-
|0x02||i#.aaa (# is the current operand index)
|-
|0x03||vec3(1.0) - i#.aaa (# is the current operand index)
|-
|0x04||i1.rgb
|-
|0x05||vec3(1.0) - i1.rgb
|-
|0x06||i1.aaa
|-
|0x07||vec3(1.0) - i1.aaa
|-
|0x08||i2.rgb
|-
|0x09||vec3(1.0) - i2.rgb
|-
|0x0A||i2.aaa
|-
|0x0B||vec3(1.0) - i2.aaa
|-
|0x0C||i3.rgb
|-
|0x0D||vec3(1.0) - i3.rgb
|-
|0x0E||i3.aaa
|-
|0x0F||vec3(1.0) - i3.aaa
|}
This one is for alpha:
{| class=wikitable
|-
!Operand ID||Description
|-
|0x00||i#.a (# is the current operand index)
|-
|0x01||1.0 - i#.a (# is the current operand index)
|-
|0x02||i1.a
|-
|0x03||1.0 - i1.a
|-
|0x04||i2.a
|-
|0x05||1.0 - i2.a
|-
|0x06||i3.a
|-
|0x07||1.0 - i3.a
|-
|0x08||Unused?
|-
|0x09||Unused?
|-
|0x0A||Unused?
|-
|0x0B||Unused?
|-
|0x0C||Unused?
|-
|0x0D||Unused?
|-
|0x0E||Unused?
|-
|0x0F||Unused?
|}
The following table describes the different combiners for Rgb. The input values are called j1, j2 and j3. If the rgb operand is 0x07, the alpha component is not used.
{| class=wikitable
|-
!Combine ID||Description
|-
|0x00||j1.rgb
|-
|0x01||j1.rgb * j2.rgb
|-
|0x02||j1.rgb + j2.rgb
|-
|0x03||j1.rgb + j2.rgb - vec3(0.5)
|-
|0x04||j1.rgb * j3.rgb + j2.rgb * (vec3(1.0) - j3.rgb)
|-
|0x05||j1.rgb - j2.rgb
|-
|0x06||vec3(4 * ((j1.r - 0.5) * (j1.r - 0.5) + (j1.g - 0.5) * (j2.g - 0.5) + (j1.b - 0.5) * (j2.b - 0.5)))
|-
|0x07||vec4(4 * ((j1.r - 0.5) * (j1.r - 0.5) + (j1.g - 0.5) * (j2.g - 0.5) + (j1.b - 0.5) * (j2.b - 0.5)))
|-
|0x08||Unknown
|-
|0x09||Unknown
|}
These are for alpha:
{| class=wikitable
|-
!Combine ID||Description
|-
|0x00||j1.a
|-
|0x01||j1.a * j2.a
|-
|0x02||j1.a + j2.a
|-
|0x03||j1.a + j2.a - 0.5
|-
|0x04||j1.a * j3.a + j2.a * (1.0 - j3.a)
|-
|0x05||j1.a - j2.a
|-
|0x06||Unknown. Maybe 4 * ((j1.r - 0.5) * (j1.r - 0.5) + (j1.g - 0.5) * (j2.g - 0.5) + (j1.b - 0.5) * (j2.b - 0.5))
|-
|0x07||Unknown. May be invalid.
|-
|0x08||Unknown
|-
|0x09||Unknown
|}
===== Tableset Info =====
=== Mesh (SOBJ) ===
=== Vertex (SOBJ) ===
== Textures (TXOB) ==
The data offset in the Textures DICT points to this structure:
{{DataStructure}}
|-
|0x00||0x04||UInt32||Flags
|-
|0x04||0x04||String||Signature (TXOB)
|-
|0x08||0x04||UInt32||Revision
|-
|0x0C||0x04||UInt32||Name Offset
|-
|0x10||0x04||UInt32||?
|-
|0x14||0x04||UInt32||?
|-
|0x18||0x04||UInt32||Height
|-
|0x1C||0x04||UInt32||Width
|-
|0x20||0x04||UInt32||?
|-
|0x24||0x04||UInt32||?
|-
|0x28||0x04||UInt32||Nr Mipmap Levels
|-
|0x2C||0x04||UInt32||?
|-
|0x30||0x04||UInt32||?
|-
|0x34||0x04||UInt32||Format
|-
|0x38||0x04||UInt32||?
|-
|0x3C||0x04||UInt32||Height
|-
|0x40||0x04||UInt32||Width
|-
|0x44||0x04||UInt32||Data Size
|-
|0x48||0x04||UInt32||Data Offset
|-
|0x4C||0x04||UInt32||?
|-
|0x50||0x04||UInt32||?
|-
|0x54||0x04||UInt32||?
|}
Format is one of these:
{| class=wikitable
|-
!Format||Description
|-
|0x00||RGBA8
|-
|0x01||RGB8
|-
|0x02||RGBA5551
|-
|0x03||RGB565
|-
|0x04||RGBA4
|-
|0x05||LA8
|-
|0x06||HILO8
|-
|0x07||L8
|-
|0x08||A8
|-
|0x09||LA4
|-
|0x0A||L4
|-
|0x0B||A4
|-
|0x0C||ETC1
|-
|0x0D||ETC1A4
|}
== Look Up Tables (LUTS) ==
== Shaders (SHDR) ==
== Lights ==
=== Fragment Lights (CFLT) ===
=== Hemisphere Lights (CHLT) ===
== Fogs (CFOG) ==
== Environments (CENV) ==
== Bone Animations (CANM) ==
The data offset in the Bone Animations DICT points to this structure:
== Texture Animations (CANM) ==
The data offset in the Texture Animations DICT points to this structure:
[[Category:File Format]]
[[Category:3D Format]]
[[Category:File formats]]-->
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===Summary===
'''CONFIG files can be fully edited, only through a text editor. It can be extracted and imported.'''
In Luigi Mansion: Dark Moon, CONFIG files are used for configuring ghost parameters. That's it.
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===Summary===
'''DATA files can be partially edited. It can be extracted but not imported.'''
In Luigi Mansion: Dark Moon, DATA files are container files and sometimes are compressed with zlib.
===Tools===
* [https://github.com/luigimansion1/LM2_DATAZlib-Decompressor LM2_DATAZlib-Decompressor v0.1] (Decompressing only)
* [https://github.com/TheFearsomeDzeraora/LM2L https://github.com/TheFearsomeDzeraora/LM2L]
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===Summary===
'''INI files can be fully edited, only through a text editor. It can be extracted and imported.'''
In Luigi Mansion: Dark Moon, INI files were previously used for configuring debug parameters, flags, and settings. By default, they are disabled.
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Luigi's Mansion: Dark Moon:Docs/.nloc
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'''WIP'''
https://gist.github.com/RoadrunnerWMC/f4253ef38c8f51869674a46ee73eaa9f (script has issues though)
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Luigi's Mansion: Dark Moon:Filesystem
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{| class="wikitable"
|-
! Item
! Content
|-
| 📂 <tt>[[Luigi's Mansion: Dark Moon:Filesystem/art|art]]</tt> || General
|-
| 📂 <tt>[[Luigi's Mansion: Dark Moon:Filesystem/gameplayconfigfiles|gameplayconfigfiles]]</tt> || Gameplay configuration files?
|-
| 📂 <tt>[[Luigi's Mansion: Dark Moon:Filesystem/ini|ini]]</tt> || Configuration files
|-
| 📂 <tt>[[Luigi's Mansion: Dark Moon:Filesystem/materials|materials]]</tt> || ???
|-
|}
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Luigi's Mansion: Dark Moon:Filesystem/art
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{| class="wikitable"
|-
! Item
! Content
|-
| 📂 <tt>[[Luigi's Mansion: Dark Moon:Filesystem/art/effects|effects]]</tt>||?
|-
| 📂 <tt>[[Luigi's Mansion: Dark Moon:Filesystem/art/fe|fe]]</tt> || ?
|-
| 📂 <tt>[[Luigi's Mansion: Dark Moon:Filesystem/art/feghosts|feghosts]]</tt> || ?
|-
| 📂 <tt>[[Luigi's Mansion: Dark Moon:Filesystem/art/levels|levels]]</tt> || ?
|-
| 📂 <tt>[[Luigi's Mansion: Dark Moon:Filesystem/art/streetpass|streetpass]]</tt>||?
|-
| 📂 <tt>[[Luigi's Mansion: Dark Moon:Filesystem/art/tweaker|tweaker]]</tt>||?
|-
| 📂 <tt>[[Luigi's Mansion: Dark Moon:Filesystem/art/wwiseaudio|wwiseaudio]]</tt>||?
|-
| 📄 <tt>flow.data</tt>||?
|-
| 📄 <tt>flow.dict</tt>||?
|-
| 📄 <tt>global.data</tt>||?
|-
| 📄 <tt>global.dict</tt>||?
|-
| 📄 <tt>flow.data</tt>||?
|-
| 📄 <tt>multiplayerassets.data</tt>||?
|-
| 📄 <tt>multiplayerassets.dict</tt>||?
|-
|}
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Luigi's Mansion: Dark Moon:Filesystem/art/levels
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{| class="wikitable"
|-
! Item
! Content
|-
| 📂 <tt>[[Luigi's Mansion: Dark Moon:Filesystem/art/bunker|bunker]]</tt>|| E. Gadd's Bunker
|-
| 📂 <tt>[[Luigi's Mansion: Dark Moon:Filesystem/art/common|common]]</tt> || Loading screen, door unlocking cutscenes, pixelizing stuff
|-
| 📂 <tt>[[Luigi's Mansion: Dark Moon:Filesystem/art/mansiona|mansiona]]</tt> || Gloomy Manor
|-
| 📂 <tt>[[Luigi's Mansion: Dark Moon:Filesystem/art/mansiona_spiderlair|mansiona_spiderlair]]</tt> || Spider Boss Map
|-
| 📂 <tt>[[Luigi's Mansion: Dark Moon:Filesystem/art/streetpass|streetpass]]</tt>||?
|-
| 📂 <tt>[[Luigi's Mansion: Dark Moon:Filesystem/art/tweaker|tweaker]]</tt>||?
|-
| 📂 <tt>[[Luigi's Mansion: Dark Moon:Filesystem/art/wwiseaudio|wwiseaudio]]</tt>||?
|-
| 📄 <tt>flow.data</tt>||?
|-
| 📄 <tt>flow.dict</tt>||?
|}
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Luigi's Mansion: Dark Moon:Notes
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{{notes|game=Luigi's Mansion Dark Moon}}
=The VG Resource=
*[https://the-vg-resource.fandom.com/wiki/Luigi%27s_Mansion:_Dark_Moon The VG Resource Wiki]
==zlib Compression and CGFX==
Source: ''https://www.vg-resource.com/thread-27017.html''<br/><br/>
-'''TGE'''<br />
Noticed the 0x78 0x9C patterns, which means the file is zlib compressed!
Use offzip to decompress the file
eg:
<pre>offzip.exe -a -1 "C:\Users\TGE\Downloads\ghost simple\ghosthider.data" "C:\Users\TGE\Downloads\ghost simple" 0</pre>
It doesn't appear to be using CGFX but I have a gut feeling it's a modified version of the propreitary model format. (looks like it's the case!) <br /><br />
-'''SpaceCats'''<br />
I remember looking at the files .data files a while back and found the files were zlib compressed (I remember telling ItsEasyActually about it, dont think he did much with the info), but be aware, the bundle.data files can be grab bags, sometimes they are compressed sometimes they aren't (some of the level models are not compressed for example). Edit: I forgot to mention, not all .data files are zlib compressed, most notably any of the tweaker files (the tweaker being a debugger iirc), the credits, and any global.data files, and another note, some of the files seem eerily similar to mario strikers nis format, they are the files in the properly named nis folder and are slightly modified versions of the Strikers nis files. A lot of LM2 seems a bit similar to strikers, mostly file layout, format, and debugging (both use tweakers, lm2's is probably just compressed) wise. (Really sorry about the edits, I keep forgetting to mention things that are probably really important)<br /><br />
-'''RatchetMario'''<br />
<pre>
Noticed the 0x78 0x9C patterns, which means the file is zlib compressed!
Use offzip to decompress the file
eg:
Code:
offzip.exe -a -1 "C:\Users\TGE\Downloads\ghost simple\ghosthider.data" "C:\Users\TGE\Downloads\ghost simple" 0
It doesn't appear to be using CGFX but I have a gut feeling it's a modified version of the propreitary model format. (looks like it's the case!)</pre>
Thanks!
So, its give me the 00000000.dat like that.
Now what I should to do next? I suppose?<br /><br />
-'''SpaceCats'''<br />
At this point nothing. It spits out a model format that hasn't been figured out yet.<br /><br />
-'''TGE'''<br />
To me it looks like a more primitive version of CGFX, with all the chunk tags stripped.<br />
Surely people that are familiar with the format would be able to figure it out.<br /><br />
-'''SpaceCats'''<br />
<pre>To me it looks like a more primitive version of CGFX, with all the chunk tags stripped.
Surely people that are familiar with the format would be able to figure it out.</pre><br />
That might explain the dict files, though im not really sure. If you look here you'll see that CGFX files uses dictionaries for finding data offsets as well as other information, meaning if this is a primitive cgfx (and considering LM2 started development in December 2010 its likely) the dcit files might be something to look into. <br /><br />
=TCRF=
==/art/tweaker/==
Lots of development-related text can be found in the '''/art/tweaker/''' folder. At least some of it appears to be related to the development tool they use.
===english.data===
<pre>
Global time scaling factor for everything in the game. Tune this to a lower number to help debug events that take place too quickly for you to see what is happening.
If set to true, then all tasks will be run with a fixed fDeltaT value. (normally fDeltaT is calculated based on the actual time difference since the last update)
The fixed time step value used if "Force Fixed Time Step" is tweaked to true.
When this tweak is set to true, we always do bounding box tests with no false positives. The tests become more expensive, but the results are more accurate, so there may or may not be a payoff. It is false by default, try setting it to true to see if you have a false positive problem.
Intentionally dereference a bad pointer to crash the game. May be useful to test things like callstack dumpers.
Controls how fast the camera spins around the target.
Controls how fast the target moves. This is the minumum value, but the target moves faster when the camera is further out.
Controls how fast the target height moves. This is the also effected by sfPositionControlSpeedScale
This controls how much faster the target moves when the camera is further out.
Enable this to render a crosshair for the debug cam target.
Set the size of the debug cam crosshair
The speed at which the camera target moves towards the selected target, when you change targets
Disables position update so that the remote-link with 3ds max works properly.
Enable this to only allow the user to move the target down when they are above the ground height.
Enable this to avoid accidental presses of the Target Switching button.
Size of the rendered revolution pointer
How much space there is between the text and the edge of the black rectangle that is drawn behind it.
Screen Print Demo showing various sizes of text, at the top and bottom of the screen.
Prints the normalized device coordinates above the world origin
Screen Print Demo showing a bunch of screen prints around the origin of 3D space, with different justifications and 2D offsets.
3D screen-print demo showing coordinate labels over a grid of points
Overrides the rendering of wireframes as defined by ShapeRenderStyle
Overrides the rendering of wireframes as defined by ShapeRenderStyle
If set to false, the profiler will filter out any nodes that are less than one percent of the parent. If true, then you see every node regardless of how insignificant the time is.
Tweak this and then exit the tweaker to view the in-game profiler.
Manual mode -- profile reports timings between successive presses of a button on the controller.
Dumps out the profiler data to profile.txt
Turn this to true then exit the tweaker to display a profiler that shows how many particles are active from each effect
The size of screen-print font used if RL::Font::Size_Default is passed in to the screen print function.
Prints the current system date and time to the debug window using the DC_MISC print channel.
Prints the current system date and time to the debug window using the DC_MISC print channel.
Toggles whether or not EmissionManager errors are shows on the screen.
Enable this to turn on debug-prints over each effect that show the name of the effect.
Enable this to turn on debug-prints over each effect that show the hex addresses of the EmissionController
Tweak this to immediately kill all effects that are currently playing, including all the particles that have already been emitted.
Displays the number of particles that have been updated in the last EmissionManager::Update. (toggle and exit tweaker to graph)
Displays the number of particles that have been rendered in the last EmissionManager::Render. (toggle and exit tweaker to graph)
Displays the number of particle systems that were updated in the last EmissionManager::Update. (toggle and exit tweaker to graph)
Displays the number of particle systems that were rendered in the last EmissionManager::Render. (toggle and exit tweaker to graph)
Render the coordinate system of the bone that the effect is attached to. Artists may find this useful when writing effects script commands such as "DirectAlongLocalXAxis", which require some knowledge of the coordinate system of the bone that they are attached to.
Render the coordinate system of the particle emitter, where the positive z axis is the "forward" direction (the direction that particles are generally shot in if they have velocity).
Re-triggers the last "Quick Tweak" effect that you triggered through the effects tool.
If tweaked to true, depth testing is disabled for all particles.
Tweakers to switch the language on the fly. Note that this does not swap the font.
Contact Relaxation is a mechanism for correcting the error in constraints, e.g., pushing apart bodies that are interpenetrating, or pulling bodies back together if connected by a joint that has drifted apart.
Draw the contacts normals of all physics contacts as red lines
Draw all physics contacts as red spheres
When Physics/Draw Geoms is enabled, turning this on will draw the KD tree of the trimesh.
Turn this to True to just draw the box around the debug cam target. False will draw all of the leaf node boxes in the KD Tree.
TWEAK_FLOAT( g_fCheckSupportRadius, 0.2f, "Physics/Character", 0.0f, 10.0f, 0.01f) overriding radius for Casper, do not integrate:
Number of sync requests the client processes with the server. The larger this number, the more accurate our synced time is
If enabled, a printout will appear on the screen when the path agent hits a path event.
Turn on debug-draw rendering of all GenericPath's in the world (can be slow)
Displays the number of iterations in the SmallDistanceStep algorithm.
Enable/Disable rendering of all paths.
Storyboard Tweakers
Misc Tweakers
TWEAK_BOOL( sAlwaysPerformFirstSave, false, "NCL_Tweakers/FE/Flow" )
not scaled
For PC testing
These are referenced externally, so don't change to release macros.
How fast the bat will drop, the duration is set by the animation length static RELEASE_FLOAT( s_fDropSpeed, 5.0f, "NCL_Tweakers/Pests/Bats", 0.3f, 20.0f, 0.1f ) How far away from the nest the Luigi vacuum will trigger a response from the bats
An above ground beetle will fly towards you when you're within this distance
these match Luigi's (but they could not)
The distance at which the crow locks their attack direction, giving Luigi a chance to dodge
debugging only
*****************************************************************************
Left
Center
Right
TWEAK_FLOAT( gAimLHandMaxDist, 0.28f, LAST_REGISTRY_FOLDER, 0.0f, 0.5f, 0.01f ) TWEAK_FLOAT( gAimLHandMinDist, 0.0f, LAST_REGISTRY_FOLDER, 0.0f, 0.5f, 0.01f ) TWEAK_FLOAT( gAimLHandBuffer, 0.006f, LAST_REGISTRY_FOLDER, 0.0f, 0.1f, 0.002f )
******************************************************************************
TWEAK_FLOAT ( sfTurnThreshold, 6.0f, "NCL_Tweakers/Movement", 0.0f, 180.0f, 1.0f )
This is used to determine whether to use idle turn or forward walk when going from strafe to walk. This is the max angle difference between facing and movement beyond which the idle turn is used.
TWEAK_INT( gHeadTrackNumGlances, 3, LAST_REGISTRY_FOLDER, 1, 5, 1 )
TWEAK_FLOAT( sHeadTrackSwitchWalkTime, 0.3f,LAST_REGISTRY_FOLDER, 0.0f, 5.0f, 0.01f )
debugging only
How long to wait before allowing Luigi to be scared again after an initial scare.
How long to wait after a ghost appears for Luigi to be scared. This should be small.
#ifdef USE_TWEAKER
TWEAK_FLOAT ( sfSuccessAPullHealth, 2.0f, LAST_REGISTRY_FOLDER, 0.0f, 10.0f, 0.1f )
TWEAK_FLOAT ( gMinDistanceFromCreeper, 0.3f, LAST_REGISTRY_FOLDER, 0.0f, 10.0f, 0.1f ) TWEAK_FLOAT ( sCreeperTimescaleLimit, 0.8f, LAST_REGISTRY_FOLDER, 0.0f, 1.0f, 0.05f )
static REGISTRY_FLOAT ( sDragDamagePercentPerSecond, 1.0f, LAST_REGISTRY_FOLDER, 0.0f, 100.0f, 0.1f ) static REGISTRY_FLOAT ( sLuigiDragDamageFrame, 8.0f, LAST_REGISTRY_FOLDER, 0.0f, 30.0f, 0.5f )
REGISTRY_FLOAT( g_fMinWaitToSpitDelay, 4.0f, "NCL_TWEAKERS/Ghost/Gobber", 0.0f, 10.0f, 0.1f) REGISTRY_FLOAT( g_fMaxWaitToSpitDelay, 6.0f, "NCL_TWEAKERS/Ghost/Gobber", 0.0f, 20.0f, 0.1f)
The Speed the this pest moves during the shooting gallery attack
TWEAK_BOOL(sbDrawTargetPos, true, "Gameplay/Movement/Orbit") TWEAK_FLOAT(sMinDeltaAngle, 10.0f, "Gameplay/Movement/Orbit", 0.0f, 100.0f, 1.0f)
REGISTRY_FLOAT( sfPercentLongNozzleAnims, 20.f, "NCL_TWEAKERS/Ghost/Capture", 0.f, 100.f, 1.f )
TWEAK_FLOAT( sMaxCaptureVelocity, 48.0f, LAST_REGISTRY_FOLDER, 0.01f, 50.0f, 0.1f )
debugging only
Use ShouldShowGhostHealth() to check this value.
TWEAK_FLOAT ( sSwimStateMinHeightOffset, 0.0f, LAST_REGISTRY_FOLDER, -2.0f, 10.0f, 0.1f )
TWEAK_FLOAT ( sSwimTimeRange, 0.5f, "NCL_Tweakers/Ghost/Struggle", 0.0f, 100.0f, 0.05f ) TWEAK_FLOAT ( sSwimTimeMin, 0.3f, "NCL_Tweakers/Ghost/Struggle", 0.0f, 100.0f, 0.05f )
TWEAK_FLOAT( sAngerDetachFrames, 45.0f, LAST_REGISTRY_FOLDER, 0.0f, 200.0f, 1.0f )
TWEAK_FLOAT( sAngerSpeedScale, 2.0f, LAST_REGISTRY_FOLDER, 0.1f, 10.0f, 0.1f ) TWEAK_FLOAT( sAngerSizeScale, 1.0f, LAST_REGISTRY_FOLDER, 0.1f, 10.0f, 0.1f )
TWEAK_FLOAT( sBullyDragSpeed, 6.0f, LAST_REGISTRY_FOLDER, 0.1f, 10.0f, 0.1f )
Local Defines, Constants, Macros
Local Defines, Constants, Macros
Local Defines, Constants, Macros
Local Defines, Constants, Macros
debugging only
these MUST be registry values
debugging only
debugging only
debugging only
Implementation of class ToadHostageWalkThroughDoorState
Tweakers
TWEAK_FLOAT ( sfDeadZoneThreshold, 0.3f, "NCL_Tweakers/Movement", 0.0f, 1.0f, 0.02f )
Luigi
debugging only
... these must be registry values
debugging only
... these must be registry values
debugging only
Local Defines, Constants, Macros
Tweakers
tweaker for screen-relative aiming
Tweaks Verbose Levels: 0: No prints 1: State changes and setup 2: + Trigger info 3: + GOMessage info
Tweaks
Tweakers
TWEAK_BOOL( gWarbleCoins, false, "Coins" ); TWEAK_BOOL( sDebugDraw, false, "Gameplay/Loot/Coin" );
TWEAK_FLOAT( sCoinThickness, 0.06f, LAST_REGISTRY_FOLDER, 0.0f, 100.0f, 0.01f ); TWEAK_FLOAT( sCoinRadius, 0.15f, LAST_REGISTRY_FOLDER, 0.0f, 100.0f, 0.01f );
Level 0 Uscroll
Level 1 Uscroll
Level 2 Uscroll
Level 3 Uscroll
Level 4 Uscroll
Level 0 Vscroll
Level 1 Vscroll
Level 2 Vscroll
Level 3 Vscroll
Level 4 Vscroll
static REGISTRY_FLOAT ( sWedgeStartWidth, 1.2f, "NCL_Tweakers/Flashlight", 0.1f, 10.0f, 0.1f );
If you change this value, change sLuigiFlashlight_Offset the negative of you delta change so that the vertex light on Luigi remains in the same place.
Light colours
Luigi lighting colours
Times in frames (fixed at 30 fps)
This is for a secondary steering rate calculation that is a function of the current velocity
TWEAK_FLOAT( sSpeedMult, 0.15f, "NCL_Tweakers/Viewer", 0.0f, 5.0f, 0.01f );
debugging only
online version of tweakers?
HACK: hwestlund, January 20, 2012. Testing
Keep this a registry bool - it's modified by several external files.
Values should match the PC values specified in Materials/PC/Debug.fxh.
Tweaker light scales for various light type and brightness settings.
Portal zoom
Macro to duplicate a registry entry using a global bool var - The global bool namespace - A unique identifier only used internally (must be unique to other references of the same global variable) name - The string name as it will appear in the tweaker folder - The string path to the registry entry.
Create these tweakers under both Rendering/Statistics and Profiling menus.
Reference external registry entries related to profiling for easy access.
Generic timers
#define BASIC_MATH_COUNTS
If you change sfTargetFacingWallAngleDot, please also change COGOnionModel.cpp's sfTargetFacingDoorAngleDot
TWEAK_BOOL(sSubdivideUpdates, false, "Physics/Room")
Build Type BUILD_DEFAULT: default build BUILD_E3: uses E3 2012 flow
TWEAK_FLOAT(s_fDelayMoneybagSpawn,2.0f,"Network/TerrorTower/EndPortal",0.1f,10.0f,0.1f) TWEAK_FLOAT(s_fOpenPortalCounterTime,2.0f,"Network/TerrorTower/EndPortal",0.1f,10.0f,0.1f)
This is the one hard coded case that's used for profiling - apologies to Gary S.
TODO: tweak and test gfCheckSupportPosZOffset
TWEAK_FLOAT( gFixedUpdateRate, 50.f, "Engine/General", 0.f, 120.f, 10.f )
static const float guideXOffset = 40.f;
Set to true to debug send and receive commands
Set to true to debug send and receive commands
================================================================================================== Tweakers ==================================================================================================
</pre>
===Other .data files===
There are also many other files in that folder with different language names ('''french.data''', '''german.data''', etc). They're different from '''english.data''', but all match each other. This text appears to be used for a debug function.
Ironically, they're all in English.
<pre>
dut Time Scale
dut Force Fixed Time Step
dut Fixed Time Step
dut Use Perfect Frustum Tests
dut Crash Application
dut Angle Control Speed Scale
dut Position Control Speed Scale
dut Height Speed Ratio
dut Speed Dependency On Zoom
dut Render Target
dut Target Size
dut Target Jump Speed
dut Enable Remote Camera Control
dut Lock To Ground Height
dut Disable Target Switching
dut Revolution Pointer Size
dut Text Rectangle Margin
dut Test Screen Prints
dut Show Normalize Device Coordinates
dut Test 3DScreen Prints
dut Grid Of Prints
dut Force Wireframe Rendering
dut Wire
dut Show Insignificant Nodes
dut Display Profiler
dut Manual Profiler Start And Stop
dut Write Profiler Info
dut Display Particle Profiler
dut Default Font Size
dut Print System Date and Time
dut Print System Time
dut Print Errors To Screen
dut Print Names Of Effects
dut Print Addresses Of Emission Controllers
dut Kill All Effects
dut twk Num Particles Updated
dut twk Num Particles Rendered
dut twk Num Particle Systems Updated
dut twk Num Particle Systems Rendered
dut Render Bone Coord Sys
dut Render Emitter Coord Sys
dut Request Quick Effect
dut Always In Front
dut Swap To Language
dut Use Contact Relaxation
dut Draw Contact Normals
dut Draw Contacts
dut DrawKDTree
dut Only Draw Box Around Debug Cam Target
dut Check Support Radius
dut Num Sync Requests To Process
dut Show Path Events
dut Render All Paths
dut small Distance Step Iteration Counter
dut Path Rendering Enabled
dut Story Board Scroll Width
dut Ignore Music Request
dut Start Screen PressADelay
dut Anark Zoom Slider 0Y
dut Scrub Time
dut Override Team Cash This Floor
dut Bat Hearing Distance
dut Above Ground Attack Distance
dut Cannon Damage Period
dut Fix Attack Dist
dut Allow Chase State Change
dut Do Aiming
dut AimIKTop Left X
dut AimIKTop Ctr X
dut AimIKTop Right X
dut AimLHand Max Scale
dut Fade Luigi
dut Stop Speed
dut Strafe Backward Angle
dut Head Track Num Glances
dut Head Track Switch Walk Time
dut Bomb Debug
dut Ghost Appearance Scare Spam Delay
dut Ghost Appearance Scare Delay
dut Draw Luigi State
dut APull Success Allowance
dut Creeper Input Level
dut Luigi Drag Damage
dut Min Spit Distance
dut Shooting Gallery Speed
dut Height Scale
dut Disable Long Captures
dut Capture Orient Percent
dut Debug Panic Path
dut Show Ghost Health
dut Swim State Max Height Offset
dut Swim Time Multiplayer Reduction
dut Bully Charge Effect Frame
dut Bully Escape Distance
dut Bully Angry Speed
dut Dangler Shadow Height Offset
dut Snapper Shadow Height Offset
dut Ranged Attack To Distance Threshold
dut Chomp Quick Start Anim Frame
dut Enable Stomp Damage
dut Statue Upskirt Start Field Of View
dut Show Statue Info
dut Statue Target Turn
dut Statue Trip Speed
dut Go Through Portal Target Radius
dut sShow Unset Luigi Prop Anims
dut Full Zone Threshold
dut Command To Button Mapping
dut Statue Draw Combat Arena
dut Skip Statue Sequences
dut Enable Statue Feet
dut Repeat Statue Defeated Right
dut Show Debris Position
dut Draw Floor Effect Position
dut Transform Controller Debug Draw
dut Aim Screen Relative
dut Game Script Verbose Level
dut Prop Debug Draw
dut Unhaunting Time Frames
dut Warble Min Rotate Rate
dut Pivot Offset Exaggerator
dut Hurricane Lev 0UScroll Rate
dut Hurricane Lev 1UScroll Rate
dut Hurricane Lev 2UScroll Rate
dut Hurricane Lev 3UScroll Rate
dut Hurricane Lev 4UScroll Rate
dut Hurricane Lev 0VScroll Rate
dut Hurricane Lev 1VScroll Rate
dut Hurricane Lev 2VScroll Rate
dut Hurricane Lev 3VScroll Rate
dut Hurricane Lev 4VScroll Rate
dut Wedge Min Height Above Nozzle
dut Flashlight Offset
dut Flashlight_Red
dut Luigi Flashlight_Red
dut 6.0f)
dut Vortex Steering Rate Max Velocity
dut Respawn Timeout
dut Allow Ricochet
dut Sliding Window Range_Online
dut proximity Dist Inner
dut Disable Transparency
dut pixel Red Scale
dut Ambient Light Scale
dut Portal Zoom Override
dut var##_##namespace
dut Use Ave Time
dut Render Particles
dut Enable Generic Timers
dut Display Counts
dut Target Facing Wall Angle Dot
dut Subdivide Updates
dut Build Type
dut Do Gift Curse Floor Counter Time
dut terror Tower Game Type Names )
dut Check Support PosZOffset
dut Pause Simulation
dut guideXOffset
dut Nex Helper Comm Verbose
dut Uds Helper Comm Verbose
dut Check Uds State Period
</pre>
fs4bul88foecv1ipzqb4vqso4uggren
Luigi's Mansion: Dark Moon:ROM map
0
106
598
581
2019-06-02T06:29:09Z
Luigim1
30442431
/* 📂 art */
598
wikitext
text/x-wiki
[[Category:LM_Hacking_Information_and_Documentation]]
=THIS IS A WIP=
==Luigi's Mansion 2 Filesystem Map==
{| class="wikitable"
|-
! Item
! Content
|-
| 📂 <tt>[[Luigi's Mansion: Dark Moon:Filesystem/art|art]]</tt> || General
|-
| 📂 <tt>[[Luigi's Mansion: Dark Moon:Filesystem/gameplayconfigfiles|gameplayconfigfiles]]</tt> || Gameplay configuration files?
|-
| 📂 <tt>[[Luigi's Mansion: Dark Moon:Filesystem/ini|ini]]</tt> || Configuration files
|-
| 📂 <tt>[[Luigi's Mansion: Dark Moon:Filesystem/materials|materials]]</tt> || ???
|-
|}
==Folder contents==
===<tt>📂 art</tt>===
{| class="wikitable"
|-
! Item
! Content
|-
| 📂 <tt>effects</tt> || Effects (HUD and ingame)
|-
| 📂 <tt>fe</tt> ||
|-
| 📂 <tt>feghosts</tt> || Ghost Models
|-
| 📂 <tt>levels</tt> || Missions
|-
| 📂 <tt>streetpass</tt> || Scarescraper Ghost Models
|-
| 📂 <tt>tweaker</tt> || Localization(?)
|-
| 📂 <tt>wwiseaudio</tt> || Audio
|-
| 📄 <tt>flow.data</tt> ||
|-
| 📄 <tt>flow.dict</tt> ||
|-
| 📄 <tt>global.data</tt> ||
|-
| 📄 <tt>global.dict</tt> ||
|-
| 📄 <tt>multiplayerassets.data</tt> || Multiplayer Textures
|-
| 📄 <tt>multiplayerassets.dict</tt> || Multiplayer Textures
|-
|}
===<tt>📂 gameplayconfigfiles</tt>===
{| class="wikitable"
|-
! Item
! Content
|-
| 📂 <tt>Banks</tt> || Sound banks
|-
| 📂 <tt>Seqs</tt> || Sound Sequences
|-
|    📄 <tt>JaiArcS.arc</tt>||
|-
| 📂 <tt>Stream</tt> || Audio streams
|-
| 📄 JaiInit.aaf</tt> || Audio Indexer list
|}
===<tt>📂 ini</tt>===
{| class="wikitable"
|-
! Item
! Content
|-
| 📄 <tt>[[buildinfo.ini]]</tt> || Build Date
|-
| 📄 <tt>[[releasetweakerfilter.txt]]</tt> || Development and debugging software settings?
|-
| 📄 <tt>[[rominfo.ini]]</tt> || Game serial and the unique ID.
|-
| 📄 <tt>[[user.ini]]</tt> || Debug flags?
|}
===<tt>📂 materials</tt>===
{| class="wikitable"
|-
! Item
! Content
|-
| 📄 <tt>material_new.data</tt> ||
|-
| 📄 <tt>material_new.dict</tt> ||
|-
|}
{{source|luigim1, Professor Renderer|Research}}
==Complete File Directory==
===Japan===
===North America===
===Europe===
<pre>
+---art
| | flow.data
| | flow.dict
| | global.data
| | global.dict
| | multiplayerassets.data
| | multiplayerassets.dict
| |
| +---effects
| | effects.data
| | effects.dict
| |
| +---fe
| | bootflow_bottom.data
| | bootflow_bottom.dict
| | bootflow_top.data
| | bootflow_top.dict
| | credits.txt
| | credits_top.data
| | credits_top.dict
| | debugselectmissions.data
| | debugselectmissions.dict
| | downloadplay_bottombg.data
| | downloadplay_bottombg.dict
| | downloadplay_topbg.data
| | downloadplay_topbg.dict
| | dutch.data
| | dutch.dict
| | english.data
| | english.dict
| | fadetoblack_bottom.data
| | fadetoblack_bottom.dict
| | fadetoblack_top.data
| | fadetoblack_top.dict
| | febundlebootup_res.data
| | febundlebootup_res.dict
| | febundledlpfrontend_online_res.data
| | febundledlpfrontend_online_res.dict
| | febundlefontsjp_res.data
| | febundlefontsjp_res.dict
| | febundlefontsru_res.data
| | febundlefontsru_res.dict
| | febundlefonts_res.data
| | febundlefonts_res.dict
| | febundleglobal_res.data
| | febundleglobal_res.dict
| | febundleingame_online_res.data
| | febundleingame_online_res.dict
| | febundleingame_res.data
| | febundleingame_res.dict
| | febundleminimapmansiona_res.data
| | febundleminimapmansiona_res.dict
| | febundleminimapmansionb_res.data
| | febundleminimapmansionb_res.dict
| | febundleminimapmansionc_res.data
| | febundleminimapmansionc_res.dict
| | febundleminimapmansiond_res.data
| | febundleminimapmansiond_res.dict
| | febundleminimapmansione_res.data
| | febundleminimapmansione_res.dict
| | febundlemultiplayerstats_res.data
| | febundlemultiplayerstats_res.dict
| | febundlesaferoom_res.data
| | febundlesaferoom_res.dict
| | febundletowermap_res.data
| | febundletowermap_res.dict
| | french.data
| | french.dict
| | german.data
| | german.dict
| | hud_bottom.data
| | hud_bottom.dict
| | hud_bottom_disabledscreen.data
| | hud_bottom_disabledscreen.dict
| | hud_overlay_bottom.data
| | hud_overlay_bottom.dict
| | hud_top.data
| | hud_top.dict
| | icons_bottom.data
| | icons_bottom.dict
| | italian.data
| | italian.dict
| | item_collection_top.data
| | item_collection_top.dict
| | japanese.data
| | japanese.dict
| | loading_top.data
| | loading_top.dict
| | mainmenu_top.data
| | mainmenu_top.dict
| | mansiona_map.data
| | mansiona_map.dict
| | mansionb_map.data
| | mansionb_map.dict
| | mansionc_map.data
| | mansionc_map.dict
| | mansiond_map.data
| | mansiond_map.dict
| | mansione_map.data
| | mansione_map.dict
| | mansionimages_top.data
| | mansionimages_top.dict
| | mansionselect_bottom.data
| | mansionselect_bottom.dict
| | mansionselect_top.data
| | mansionselect_top.dict
| | missioncompletestats_bottom.data
| | missioncompletestats_bottom.dict
| | missioncomplete_top.data
| | missioncomplete_top.dict
| | missionfailed_top.data
| | missionfailed_top.dict
| | monitor_placeholder.data
| | monitor_placeholder.dict
| | multiplayerdownloadplay.data
| | multiplayerdownloadplay.dict
| | multiplayerintro_bottom.data
| | multiplayerintro_bottom.dict
| | multiplayerintro_top.data
| | multiplayerintro_top.dict
| | multiplayerloadingtips_bottom.data
| | multiplayerloadingtips_bottom.dict
| | multiplayerlobbyhost.data
| | multiplayerlobbyhost.dict
| | multiplayerlobbyjoin.data
| | multiplayerlobbyjoin.dict
| | multiplayermenu.data
| | multiplayermenu.dict
| | multiplayermenu_bottom.data
| | multiplayermenu_bottom.dict
| | multiplayermenu_top.data
| | multiplayermenu_top.dict
| | multiplayerunlockables_popup_top.data
| | multiplayerunlockables_popup_top.dict
| | multiplayer_hud_bottom.data
| | multiplayer_hud_bottom.dict
| | multiplayer_hud_top.data
| | multiplayer_hud_top.dict
| | multiplayer_icons_bottom.data
| | multiplayer_icons_bottom.dict
| | multiplayer_overlay_bottom.data
| | multiplayer_overlay_bottom.dict
| | multiplayer_stats_bottom.data
| | multiplayer_stats_bottom.dict
| | multiplayer_stats_top.data
| | multiplayer_stats_top.dict
| | nafrench.data
| | nafrench.dict
| | naspanish.data
| | naspanish.dict
| | navigationoverlay_top.data
| | navigationoverlay_top.dict
| | options_top.data
| | options_top.dict
| | pause_top.data
| | pause_top.dict
| | popup_bottom.data
| | popup_bottom.dict
| | popup_top.data
| | popup_top.dict
| | portuguese.data
| | portuguese.dict
| | pressa_overlay_top.data
| | pressa_overlay_top.dict
| | profileselect_bottom.data
| | profileselect_bottom.dict
| | profileselect_top.data
| | profileselect_top.dict
| | progressiondebug.data
| | progressiondebug.dict
| | russian.data
| | russian.dict
| | saferoomhud_top.data
| | saferoomhud_top.dict
| | saveoverlay_top.data
| | saveoverlay_top.dict
| | spanish.data
| | spanish.dict
| | startscreen_top.data
| | startscreen_top.dict
| | start_bottom.data
| | start_bottom.dict
| | timerscreen.data
| | timerscreen.dict
| | tower_map.data
| | tower_map.dict
| | ukenglish.data
| | ukenglish.dict
| | unlockables_popup_top.data
| | unlockables_popup_top.dict
| | vaultcarousel_top.data
| | vaultcarousel_top.dict
| | vault_boos_top.data
| | vault_boos_top.dict
| | vault_bottom.data
| | vault_bottom.dict
| | vault_gems_top.data
| | vault_gems_top.dict
| | vault_ghosts_top.data
| | vault_ghosts_top.dict
| | vault_unlockables_top.data
| | vault_unlockables_top.dict
| |
| +---feghosts
| | boo.data
| | boo.dict
| | ghostbloo.data
| | ghostbloo.dict
| | ghostbloo_gold.data
| | ghostbloo_gold.dict
| | ghostbloo_strong.data
| | ghostbloo_strong.dict
| | ghostbully.data
| | ghostbully.dict
| | ghostbully_strong.data
| | ghostbully_strong.dict
| | ghostchaser.data
| | ghostchaser.dict
| | ghostchaseronline.data
| | ghostchaseronline.dict
| | ghostcreeper.data
| | ghostcreeper.dict
| | ghostgobber.data
| | ghostgobber.dict
| | ghostgobber_strong.data
| | ghostgobber_strong.dict
| | ghosthider.data
| | ghosthider.dict
| | ghosthider_strong.data
| | ghosthider_strong.dict
| | ghostpoltergeist.data
| | ghostpoltergeist.dict
| | ghostpoltergeist_strong.data
| | ghostpoltergeist_strong.dict
| | ghostpossessor.data
| | ghostpossessor.dict
| | ghostsneaker.data
| | ghostsneaker.dict
| | ghostsneaker_strong.data
| | ghostsneaker_strong.dict
| | ghost_poltergeist_ancient.data
| | ghost_poltergeist_ancient.dict
| | minibosssister01.data
| | minibosssister01.dict
| | minibosssister02.data
| | minibosssister02.dict
| | minibosssister03.data
| | minibosssister03.dict
| |
| +---levels
| | | global.data
| | | global.dict
| | |
| | +---bunker
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---art
| | | | \---nis
| | | | +---clean_dark_moon_piece01
| | | | | clean_dark_moon_piece01.data
| | | | | clean_dark_moon_piece01.dict
| | | | |
| | | | +---clean_dark_moon_piece02
| | | | | clean_dark_moon_piece02.data
| | | | | clean_dark_moon_piece02.dict
| | | | |
| | | | +---clean_dark_moon_piece03
| | | | | clean_dark_moon_piece03.data
| | | | | clean_dark_moon_piece03.dict
| | | | |
| | | | +---clean_dark_moon_piece_first
| | | | | clean_dark_moon_piece_first_shot01.data
| | | | | clean_dark_moon_piece_first_shot01.dict
| | | | |
| | | | +---clean_dark_moon_piece_zero
| | | | | clean_dark_moon_piece_zero_shot01.data
| | | | | clean_dark_moon_piece_zero_shot01.dict
| | | | |
| | | | +---egadd_gives_luigi_a6key
| | | | | egadd_gives_luigi_a6key.data
| | | | | egadd_gives_luigi_a6key.dict
| | | | |
| | | | +---egadd_gives_luigi_b6treekey
| | | | | egadd_gives_luigi_b6treekey.data
| | | | | egadd_gives_luigi_b6treekey.dict
| | | | |
| | | | +---egadd_gives_luigi_clockparts
| | | | | egadd_gives_luigi_clockparts.data
| | | | | egadd_gives_luigi_clockparts.dict
| | | | |
| | | | +---egadd_gives_luigi_compass
| | | | | egadd_gives_luigi_compass.data
| | | | | egadd_gives_luigi_compass.dict
| | | | |
| | | | +---egadd_gives_luigi_e1key
| | | | | egadd_gives_luigi_e1key.data
| | | | | egadd_gives_luigi_e1key.dict
| | | | |
| | | | +---egadd_gives_luigi_e3_bigfan
| | | | | egadd_gives_luigi_e3_bigfan.data
| | | | | egadd_gives_luigi_e3_bigfan.dict
| | | | |
| | | | +---egadd_gives_luigi_socketwrench
| | | | | egadd_gives_luigi_socketwrench.data
| | | | | egadd_gives_luigi_socketwrench.dict
| | | | |
| | | | +---egadd_shows_bigboo_train
| | | | | egadd_shows_bigboo_train.data
| | | | | egadd_shows_bigboo_train.dict
| | | | |
| | | | +---generic_screen_reveal
| | | | | generic_screen_reveal.data
| | | | | generic_screen_reveal.dict
| | | | |
| | | | +---generic_single_screen_reveal
| | | | | +---a2_screen
| | | | | | a2_single_screen_reveal.data
| | | | | | a2_single_screen_reveal.dict
| | | | | |
| | | | | +---a4_screen
| | | | | | a4_single_screen_reveal.data
| | | | | | a4_single_screen_reveal.dict
| | | | | |
| | | | | +---b1_screen
| | | | | | b1_single_screen_reveal.data
| | | | | | b1_single_screen_reveal.dict
| | | | | |
| | | | | +---c2_screen
| | | | | | c2_single_screen_reveal.data
| | | | | | c2_single_screen_reveal.dict
| | | | | |
| | | | | \---c5_screen
| | | | | c5_single_screen_reveal.data
| | | | | c5_single_screen_reveal.dict
| | | | |
| | | | +---intro_movie
| | | | | shot_01.data
| | | | | shot_01.dict
| | | | |
| | | | +---luigi_gives_egadd_b6treekey
| | | | | luigi_gives_egadd_b6treekey.data
| | | | | luigi_gives_egadd_b6treekey.dict
| | | | |
| | | | +---luigi_gives_egadd_clockknob
| | | | | luigi_gives_egadd_clockknob.data
| | | | | luigi_gives_egadd_clockknob.dict
| | | | |
| | | | +---luigi_gives_egadd_compass
| | | | | luigi_gives_egadd_compass.data
| | | | | luigi_gives_egadd_compass.dict
| | | | |
| | | | +---luigi_gives_egadd_hourhand
| | | | | luigi_gives_egadd_hourhand.data
| | | | | luigi_gives_egadd_hourhand.dict
| | | | |
| | | | +---luigi_gives_egadd_minutehand
| | | | | luigi_gives_egadd_minutehand.data
| | | | | luigi_gives_egadd_minutehand.dict
| | | | |
| | | | +---next_mansion_reveal
| | | | | next_mansion_reveal.data
| | | | | next_mansion_reveal.dict
| | | | |
| | | | +---next_mansion_reveal_a
| | | | | next_mansion_reveal_a.data
| | | | | next_mansion_reveal_a.dict
| | | | |
| | | | +---next_mansion_reveal_c
| | | | | next_mansion_reveal_c.data
| | | | | next_mansion_reveal_c.dict
| | | | |
| | | | +---next_mansion_reveal_d
| | | | | next_mansion_reveal_d.data
| | | | | next_mansion_reveal_d.dict
| | | | |
| | | | +---next_mansion_reveal_e
| | | | | next_mansion_reveal_e.data
| | | | | next_mansion_reveal_e.dict
| | | | |
| | | | +---outro_movie
| | | | | outro_movie.data
| | | | | outro_movie.dict
| | | | |
| | | | +---outro_movie_part2
| | | | | good.data
| | | | | good.dict
| | | | | outro_movie_part2.data
| | | | | outro_movie_part2.dict
| | | | |
| | | | +---pixelize_into_bunker_1st
| | | | | pixelize_into_bunker_1st.data
| | | | | pixelize_into_bunker_1st.dict
| | | | |
| | | | +---pixelize_into_bunker_fail_dazed
| | | | | pixelize_into_bunker_fail_dazed.data
| | | | | pixelize_into_bunker_fail_dazed.dict
| | | | |
| | | | +---pixelize_into_bunker_fail_dazed_1st
| | | | | pixelize_into_bunker_fail_dazed_1st.data
| | | | | pixelize_into_bunker_fail_dazed_1st.dict
| | | | |
| | | | +---pixelize_into_bunker_happy
| | | | | pixelize_into_bunker_happy.data
| | | | | pixelize_into_bunker_happy.dict
| | | | |
| | | | +---pixelize_out_of_bunker_cover
| | | | | pixelize_out_of_bunker_cover.data
| | | | | pixelize_out_of_bunker_cover.dict
| | | | |
| | | | +---pixelize_out_of_bunker_nopoltergust
| | | | | pixelize_out_of_bunker_nopoltergust.data
| | | | | pixelize_out_of_bunker_nopoltergust.dict
| | | | |
| | | | +---poltergust_upgrade
| | | | | poltergust_upgrade_shot01.data
| | | | | poltergust_upgrade_shot01.dict
| | | | |
| | | | +---show_darkmoon_piece_zero
| | | | | show_darkmoon_piece_zero.data
| | | | | show_darkmoon_piece_zero.dict
| | | | |
| | | | +---transition_to_saferoom_top
| | | | | transition_to_saferoom_top.data
| | | | | transition_to_saferoom_top.dict
| | | | |
| | | | +---transition_to_saferoom_up
| | | | | transition_to_saferoom_up.data
| | | | | transition_to_saferoom_up.dict
| | | | |
| | | | +---transition_to_vault_drop
| | | | | transition_to_vault_drop_a.data
| | | | | transition_to_vault_drop_a.dict
| | | | |
| | | | +---transition_to_vault_land
| | | | | transition_to_vault_land.data
| | | | | transition_to_vault_land.dict
| | | | |
| | | | +---unloading_poltergust
| | | | | unloading_poltergust.data
| | | | | unloading_poltergust.dict
| | | | |
| | | | +---unloading_poltergust_2nd_time
| | | | | unloading_poltergust_2nd_time.data
| | | | | unloading_poltergust_2nd_time.dict
| | | | |
| | | | \---unloading_poltergust_chaser
| | | | unloading_poltergust_chaser.data
| | | | unloading_poltergust_chaser.dict
| | | |
| | | +---introenvironmentzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---introlabzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---introvalleyexteriorzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mansionszone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission00zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission01zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission02zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission03zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission04zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission05zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission06zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission07zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission08zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission09zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission102zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission103zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission104zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission105zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission106zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission107zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission108zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission110zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission202zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission203zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission204zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission205zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission206zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission207zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission208zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission209zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission302zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission303zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission304zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission305zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission306zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission307zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission308zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission309zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission310zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission402zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission403zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission404zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission405zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission406zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission407zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission408zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission410zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission411zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission502zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission998zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission999zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room1zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room2zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room3zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room4zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room5zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---vaultzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | \---viewerzone
| | | bundle.data
| | | bundle.dict
| | |
| | +---common
| | | \---art
| | | \---nis
| | | | loading_screen.data
| | | | loading_screen.dict
| | | | loading_screen_02.data
| | | | loading_screen_02.dict
| | | | loading_screen_03.data
| | | | loading_screen_03.dict
| | | | loading_screen_out.data
| | | | loading_screen_out.dict
| | | | loading_screen_out_02.data
| | | | loading_screen_out_02.dict
| | | | loading_screen_out_03.data
| | | | loading_screen_out_03.dict
| | | | loading_screen_out_kingboo.data
| | | | loading_screen_out_kingboo.dict
| | | |
| | | +---luigi_revival
| | | | luigi_revival.data
| | | | luigi_revival.dict
| | | |
| | | +---pixelize_into_generics
| | | | +---genpixel_in_e_02
| | | | | genpixel_in_e_02.data
| | | | | genpixel_in_e_02.dict
| | | | |
| | | | +---genpixel_in_e_03
| | | | | genpixel_in_e_03.data
| | | | | genpixel_in_e_03.dict
| | | | |
| | | | +---genpixel_in_e_04
| | | | | genpixel_in_e_04.data
| | | | | genpixel_in_e_04.dict
| | | | |
| | | | +---genpixel_in_e_06
| | | | | genpixel_in_e_06.data
| | | | | genpixel_in_e_06.dict
| | | | |
| | | | +---genpixel_in_w_02
| | | | | genpixel_in_w_02.data
| | | | | genpixel_in_w_02.dict
| | | | |
| | | | +---genpixel_in_w_04
| | | | | genpixel_in_w_04.data
| | | | | genpixel_in_w_04.dict
| | | | |
| | | | \---genpixel_in_w_05
| | | | genpixel_in_w_05.data
| | | | genpixel_in_w_05.dict
| | | |
| | | +---pixelize_into_mansions_east
| | | | pixelize_into_mansions_east.data
| | | | pixelize_into_mansions_east.dict
| | | |
| | | +---pixelize_mission_complete
| | | | pixelize_mission_complete_good.data
| | | | pixelize_mission_complete_good.dict
| | | | pixelize_mission_complete_great.data
| | | | pixelize_mission_complete_great.dict
| | | | pixelize_mission_complete_medium.data
| | | | pixelize_mission_complete_medium.dict
| | | |
| | | +---unlock_door
| | | | unlock_door.data
| | | | unlock_door.dict
| | | |
| | | +---unlock_door02
| | | | unlock_door02.data
| | | | unlock_door02.dict
| | | |
| | | +---unlock_door_double
| | | | unlock_door_double.data
| | | | unlock_door_double.dict
| | | |
| | | +---unlock_door_double02
| | | | unlock_door_double02.data
| | | | unlock_door_double02.dict
| | | |
| | | +---unlock_door_masterkey
| | | | unlock_door_masterkey.data
| | | | unlock_door_masterkey.dict
| | | |
| | | \---unlock_door_masterkey_02
| | | unlock_door_masterkey_02.data
| | | unlock_door_masterkey_02.dict
| | |
| | +---mansiona
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---art
| | | | \---nis
| | | | +---a1_chasermudroomexterior
| | | | | a1_chasermudroomexterior.data
| | | | | a1_chasermudroomexterior.dict
| | | | |
| | | | +---a1_chaser_windowjump
| | | | | a1_chaser_windowjump.data
| | | | | a1_chaser_windowjump.dict
| | | | |
| | | | +---a5_librarypeek
| | | | | a5_librarypeek.data
| | | | | a5_librarypeek.dict
| | | | |
| | | | +---aquariumlock_showgears
| | | | | aquariumlock_showgears.data
| | | | | aquariumlock_showgears.dict
| | | | |
| | | | +---boo_reveal_partone
| | | | | boo_reveal_partone.data
| | | | | boo_reveal_partone.dict
| | | | |
| | | | +---boo_reveal_parttwo
| | | | | boo_reveal_parttwo.data
| | | | | boo_reveal_parttwo.dict
| | | | |
| | | | +---darklight_reveal
| | | | | darklight_reveal.data
| | | | | darklight_reveal.dict
| | | | |
| | | | +---egadd_give_horror
| | | | | egadd_give_horror.data
| | | | | egadd_give_horror.dict
| | | | |
| | | | +---egadd_receive_crank
| | | | | egadd_receive_crank.data
| | | | | egadd_receive_crank.dict
| | | | |
| | | | +---egadd_return_crank
| | | | | egadd_return_crank.data
| | | | | egadd_return_crank.dict
| | | | |
| | | | +---egadd_show_spiritballs
| | | | | egadd_show_spiritballs.data
| | | | | egadd_show_spiritballs.dict
| | | | |
| | | | +---entermansion_exterior
| | | | | entermansion_exterior.data
| | | | | entermansion_exterior.dict
| | | | |
| | | | +---ghostbloo_foyer_reveal
| | | | | ghostbloo_foyer_reveal.data
| | | | | ghostbloo_foyer_reveal.dict
| | | | |
| | | | +---ghostchaser_reveal
| | | | | ghostchaser_reveal.data
| | | | | ghostchaser_reveal.dict
| | | | |
| | | | +---luigi_crank
| | | | | luigi_crank.data
| | | | | luigi_crank.dict
| | | | |
| | | | +---m1_ghoststealpoltergust
| | | | | m1_ghoststealpoltergust.data
| | | | | m1_ghoststealpoltergust.dict
| | | | |
| | | | +---m1_hallwayghost01
| | | | | m1_hallwayghost01.data
| | | | | m1_hallwayghost01.dict
| | | | |
| | | | +---m1_strobetennis
| | | | | m1_strobetennis.data
| | | | | m1_strobetennis.dict
| | | | |
| | | | +---m2_foyerkeynormal_2
| | | | | m2_foyerkeynormal_2.data
| | | | | m2_foyerkeynormal_2.dict
| | | | |
| | | | +---m2_gearreveal
| | | | | m2_gearreveal.data
| | | | | m2_gearreveal.dict
| | | | |
| | | | +---m4_darklight_reveal
| | | | | m4_darklight_reveal_01.data
| | | | | m4_darklight_reveal_01.dict
| | | | |
| | | | +---m4_darklight_scare
| | | | | m4_darklight_scare.data
| | | | | m4_darklight_scare.dict
| | | | |
| | | | +---mission4_complete
| | | | | mission4_complete.data
| | | | | mission4_complete.dict
| | | | |
| | | | +---poltergeist_downstairs_reveal
| | | | | poltergeist_downstairs_reveal.data
| | | | | poltergeist_downstairs_reveal.dict
| | | | |
| | | | +---poltergust_reveal
| | | | | poltergust_reveal.data
| | | | | poltergust_reveal.dict
| | | | |
| | | | +---spiritball_clock_haunt
| | | | | spiritball_clock_haunt.data
| | | | | spiritball_clock_haunt.dict
| | | | |
| | | | +---stairghost_retreat
| | | | | stairghost_retreat.data
| | | | | stairghost_retreat.dict
| | | | |
| | | | +---strobe_pickup
| | | | | strobe_pickup.data
| | | | | strobe_pickup.dict
| | | | |
| | | | +---teleport_enter_mansion01
| | | | | teleport_enter_mansion01.data
| | | | | teleport_enter_mansion01.dict
| | | | |
| | | | \---unlockdoor_01
| | | | unlockdoor_01.data
| | | | unlockdoor_01.dict
| | | |
| | | +---mission00zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission01zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission02zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission03zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission04zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission05zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission08zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_bedroom
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_coatroombathroom
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_diningroom
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_entrance
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_exterior
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_foyer
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_garage
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_garageexterior
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_hallcommon
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_hallguard
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_hallmaster
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_kitchen
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_lab
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_library
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_lobby
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_mudroom
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_mudroomexterior
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_parlor
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_patiolower
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_patioupper
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_rafters
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_secretpocket
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_staircupboard
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_studio
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_study
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_treasureroom
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_treasureroom02
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | \---room_vista
| | | bundle.data
| | | bundle.dict
| | |
| | +---mansiona_spiderlair
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---art
| | | | \---nis
| | | | +---mission6_outro
| | | | | moonshard_shot01.data
| | | | | moonshard_shot01.dict
| | | | |
| | | | +---mission6_outro_parttwo
| | | | | good.data
| | | | | good.dict
| | | | | great.data
| | | | | great.dict
| | | | | medium.data
| | | | | medium.dict
| | | | |
| | | | +---spiderboss_reveal_partone
| | | | | spiderboss_reveal_partone.data
| | | | | spiderboss_reveal_partone.dict
| | | | |
| | | | +---spiderboss_reveal_parttwo
| | | | | spiderboss_reveal_parttwo.data
| | | | | spiderboss_reveal_parttwo.dict
| | | | |
| | | | \---spiderboss_reveal_pixelize
| | | | spiderboss_reveal_pixelize.data
| | | | spiderboss_reveal_pixelize.dict
| | | |
| | | +---mission00zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission01zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_lobby
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | \---room_spiderlair
| | | bundle.data
| | | bundle.dict
| | |
| | +---mansionb
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---art
| | | | \---nis
| | | | +---b1_graveyardpeek
| | | | | b1_graveyardpeek.data
| | | | | b1_graveyardpeek.dict
| | | | |
| | | | +---b2_graveyardpeek
| | | | | b2_graveyardpeek.data
| | | | | b2_graveyardpeek.dict
| | | | |
| | | | +---b3_hollowtreeintro
| | | | | b3_hollowtreeintro.data
| | | | | b3_hollowtreeintro.dict
| | | | |
| | | | +---bully_pipe_organ
| | | | | bully_pipe_organ.data
| | | | | bully_pipe_organ.dict
| | | | |
| | | | +---coffin_elevator
| | | | | coffin_elevator.data
| | | | | coffin_elevator.dict
| | | | |
| | | | +---courtyard_bully
| | | | | courtyard_bully.data
| | | | | courtyard_bully.dict
| | | | |
| | | | +---ghostchaser_mission_complete
| | | | | good.data
| | | | | good.dict
| | | | | great.data
| | | | | great.dict
| | | | | medium.data
| | | | | medium.dict
| | | | |
| | | | +---ghostchaser_reveal
| | | | | ghostchaser_reveal.data
| | | | | ghostchaser_reveal.dict
| | | | |
| | | | +---ghostchaser_steal_key
| | | | | ghostchaser_steal_key.data
| | | | | ghostchaser_steal_key.dict
| | | | |
| | | | +---ghost_babomb_reveal
| | | | | ghost_bomb_reveal.data
| | | | | ghost_bomb_reveal.dict
| | | | |
| | | | +---gobber_reveal
| | | | | gobber_reveal.data
| | | | | gobber_reveal.dict
| | | | |
| | | | +---hider_pillow_fight
| | | | | hider_pillow_fight.data
| | | | | hider_pillow_fight.dict
| | | | |
| | | | +---hider_pillow_loop
| | | | | hider_pillow_loop.data
| | | | | hider_pillow_loop.dict
| | | | |
| | | | +---m2_easthall_hiders
| | | | | m2_easthall_hiders.data
| | | | | m2_easthall_hiders.dict
| | | | |
| | | | +---m2_garden_hiderflee
| | | | | m2_garden_hiderflee.data
| | | | | m2_garden_hiderflee.dict
| | | | |
| | | | +---m2_seedlabretreat
| | | | | m2_seedlabretreat.data
| | | | | m2_seedlabretreat.dict
| | | | |
| | | | +---m3_courtyard_bully
| | | | | m3_courtyard_bully.data
| | | | | m3_courtyard_bully.dict
| | | | |
| | | | +---m3_hollowtreecocoonride
| | | | | m3_hollowtreecocoonride.data
| | | | | m3_hollowtreecocoonride.dict
| | | | |
| | | | +---pixelize_into_frontyard_generic
| | | | | pixelize_into_frontyard_generic.data
| | | | | pixelize_into_frontyard_generic.dict
| | | | |
| | | | +---pixelize_into_missionb2
| | | | | pixelize_into_missionb2.data
| | | | | pixelize_into_missionb2.dict
| | | | |
| | | | +---pixelize_into_mission_b3
| | | | | pixelize_into_mission_b3.data
| | | | | pixelize_into_mission_b3.dict
| | | | |
| | | | +---pixelize_into_mission_b5
| | | | | pixelize_into_mission_b5.data
| | | | | pixelize_into_mission_b5.dict
| | | | |
| | | | +---pixelize_toad_out
| | | | | pixelize_toad_out.data
| | | | | pixelize_toad_out.dict
| | | | |
| | | | +---plant_stair
| | | | | plant_stair.data
| | | | | plant_stair.dict
| | | | |
| | | | +---skybridge
| | | | | skybridge.data
| | | | | skybridge.dict
| | | | |
| | | | +---snapper_intro
| | | | | snapper_intro.data
| | | | | snapper_intro.dict
| | | | |
| | | | +---sneaker_reveal
| | | | | sneaker_reveal.data
| | | | | sneaker_reveal.dict
| | | | |
| | | | +---teleport_enter_mansionb
| | | | | teleport_enter_mansionb.data
| | | | | teleport_enter_mansionb.dict
| | | | |
| | | | +---three_sisters_reveal
| | | | | three_sisters_reveal.data
| | | | | three_sisters_reveal.dict
| | | | |
| | | | +---toad_painting
| | | | | toad_painting.data
| | | | | toad_painting.dict
| | | | |
| | | | +---tree_door_petals_removed
| | | | | tree_door_petals_removed.data
| | | | | tree_door_petals_removed.dict
| | | | |
| | | | +---tree_door_petals_restored
| | | | | tree_door_petals_restored_shot01.data
| | | | | tree_door_petals_restored_shot01.dict
| | | | |
| | | | \---water_restore_water_tower
| | | | water_restore_water_tower.data
| | | | water_restore_water_tower.dict
| | | |
| | | +---mission01zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission02zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission03zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission04zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission05zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission09zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_atriumzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_botanylabzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_brokenhallzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_conservatoryzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_destroyedlabzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_dollroomzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_drainagezone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_establishingshotzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_familyroomzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_frontgatezone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_gardenersdwellingzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_gardenershallzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_gardenzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_greenhouse
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_hollowtreezone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_hydrogeneratorzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_innercryptzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_lowerskybridgezone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_maintenanceroomzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_masterbedroomzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_oldgraveyardzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_plantnurseryzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_secretroom1
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_secretroom2
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_secretroom3
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_secretroomtemplate
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_seedlabzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_sewerzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_solariumzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_toolshedstairszone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_toolshedzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_treerootzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_upperskybridgezone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_watertowerzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | \---room_westbathroomzone
| | | bundle.data
| | | bundle.dict
| | |
| | +---mansionb_stairboss
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---art
| | | | \---nis
| | | | +---stair_boss_intro
| | | | | stair_boss_intro.data
| | | | | stair_boss_intro.dict
| | | | |
| | | | +---stair_boss_moonshard
| | | | | stair_boss_moonshard.data
| | | | | stair_boss_moonshard.dict
| | | | |
| | | | +---stair_boss_outro
| | | | | good.data
| | | | | good.dict
| | | | | great.data
| | | | | great.dict
| | | | | medium.data
| | | | | medium.dict
| | | | |
| | | | +---stair_boss_pushstairs
| | | | | stair_boss_pushstairs.data
| | | | | stair_boss_pushstairs.dict
| | | | |
| | | | +---stair_intro
| | | | | stair_intro.data
| | | | | stair_intro.dict
| | | | |
| | | | \---stair_top
| | | | stair_top_shot01.data
| | | | stair_top_shot01.dict
| | | |
| | | +---defaultbunchzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission00zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_bossarena
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_bossintro
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_hollowtree
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | \---room_treelanding
| | | bundle.data
| | | bundle.dict
| | |
| | +---mansionc
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---art
| | | | \---nis
| | | | +---ancient_poltergeist
| | | | | ancient_poltergeist.data
| | | | | ancient_poltergeist.dict
| | | | |
| | | | +---ark_open
| | | | | ark_open.data
| | | | | ark_open.dict
| | | | |
| | | | +---bloo_dive_into_sand
| | | | | bloo_dive_into_sand.data
| | | | | bloo_dive_into_sand.dict
| | | | |
| | | | +---c1_cargoroom_peek
| | | | | c1_cargoroom_peek.data
| | | | | c1_cargoroom_peek.dict
| | | | |
| | | | +---c1_telescope_peek
| | | | | c1_telescope_peek.data
| | | | | c1_telescope_peek.dict
| | | | |
| | | | +---c2_enter_anttunnel_short
| | | | | enter_anttunnel_short.data
| | | | | enter_anttunnel_short.dict
| | | | |
| | | | +---c2_frontyard_hatchreveal_short
| | | | | frontyard_hatchreveal_short.data
| | | | | frontyard_hatchreveal_short.dict
| | | | |
| | | | +---c2_sarcophagus_peek
| | | | | c2_sarcophagus_peek.data
| | | | | c2_sarcophagus_peek.dict
| | | | |
| | | | +---c2_telescope_peek_simple
| | | | | c2_telescope_peek_simple.data
| | | | | c2_telescope_peek_simple.dict
| | | | |
| | | | +---c2_telescope_peek_simple2
| | | | | c2_telescope_peek_simple2.data
| | | | | c2_telescope_peek_simple2.dict
| | | | |
| | | | +---c3_transportationhallmoment
| | | | | c3_transportationhallmoment.data
| | | | | c3_transportationhallmoment.dict
| | | | |
| | | | +---c4_ghosts_playing_catch
| | | | | c4_ghosts_playing_catch.data
| | | | | c4_ghosts_playing_catch.dict
| | | | |
| | | | +---c5_pixelize_in
| | | | | c5_pixelize_in.data
| | | | | c5_pixelize_in.dict
| | | | |
| | | | +---c5_retrieve_toad_from_painting
| | | | | c5_retrieve_toad_from_painting.data
| | | | | c5_retrieve_toad_from_painting.dict
| | | | |
| | | | +---c5_sneaker_taunt
| | | | | c5_sneaker_taunt.data
| | | | | c5_sneaker_taunt.dict
| | | | |
| | | | +---c5_storageroom_peek
| | | | | c5_storageroom_peek.data
| | | | | c5_storageroom_peek.dict
| | | | |
| | | | +---clockboss_intro
| | | | | clockboss_intro.data
| | | | | clockboss_intro.dict
| | | | |
| | | | +---clockboss_outro
| | | | | good.data
| | | | | good.dict
| | | | | great.data
| | | | | great.dict
| | | | | medium.data
| | | | | medium.dict
| | | | |
| | | | +---clockboss_outro_prepip
| | | | | clockboss_outro_prepip_shot01.data
| | | | | clockboss_outro_prepip_shot01.dict
| | | | |
| | | | +---enter_anttunnel
| | | | | enter_anttunnel.data
| | | | | enter_anttunnel.dict
| | | | |
| | | | +---frontyard_hatchreveal
| | | | | frontyard_hatchreveal.data
| | | | | frontyard_hatchreveal.dict
| | | | |
| | | | +---luigi_fall
| | | | | luigi_fall.data
| | | | | luigi_fall.dict
| | | | |
| | | | +---pixelize_toad_out
| | | | | pixelize_toad_out.data
| | | | | pixelize_toad_out.dict
| | | | |
| | | | +---repair_resolution
| | | | | repair_resolution.data
| | | | | repair_resolution.dict
| | | | |
| | | | +---roundhouse_poltergeist
| | | | | roundhouse_poltergeist.data
| | | | | roundhouse_poltergeist.dict
| | | | |
| | | | +---teleport_enter_mansionc
| | | | | teleport_enter_mansionc.data
| | | | | teleport_enter_mansionc.dict
| | | | |
| | | | +---teleport_generic_exterior
| | | | | teleport_generic_exterior.data
| | | | | teleport_generic_exterior.dict
| | | | |
| | | | \---warehouse_bully
| | | | warehouse_bully.data
| | | | warehouse_bully.dict
| | | |
| | | +---mission00zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission01zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission02zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission03zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission04zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission05zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission06zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission08zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_anttunnelzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_basement
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_bellforgeroomzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_canyonstairsroom
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_cargoroomzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_clockboss
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_clockbossfight
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_clockmakerschambers
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_conveyorhall
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_digsitezone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_draftingroomzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_engineroom
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_frontyardzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_gearelevator
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_northroom1
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_northroom2
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_northroom3
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_roundhouse
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_shaft
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_specialroom
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_specialroom01
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_specialroom02
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_staircaseshaftroom
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_storageroom
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_sunchamberzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_throatslidezone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_tombzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_transmissionroom
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_underroundhouse
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_warehousezone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | \---room_workshopzone
| | | bundle.data
| | | bundle.dict
| | |
| | +---mansiond
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---art
| | | | \---nis
| | | | +---d1_fishinghutpeek
| | | | | d1_fishinghutpeek.data
| | | | | d1_fishinghutpeek.dict
| | | | |
| | | | +---d1_fishinghutretreat
| | | | | d1_fishinghutretreat.data
| | | | | d1_fishinghutretreat.dict
| | | | |
| | | | +---d2_cinderminepeek
| | | | | d2_cinderminepeek.data
| | | | | d2_cinderminepeek.dict
| | | | |
| | | | +---d2_crystalquarrystrongghost
| | | | | d2_crystalquarrystrongghost.data
| | | | | d2_crystalquarrystrongghost.dict
| | | | |
| | | | +---d2_pixelize_in
| | | | | d2_pixelize_in.data
| | | | | d2_pixelize_in.dict
| | | | |
| | | | +---d3_ghostbrothers
| | | | | d3_ghostbros_shot02.data
| | | | | d3_ghostbros_shot02.dict
| | | | |
| | | | +---d3_pixelize_in
| | | | | d3_pixelize_in.data
| | | | | d3_pixelize_in.dict
| | | | |
| | | | +---d3_poweron
| | | | | d3_poweron.data
| | | | | d3_poweron.dict
| | | | |
| | | | +---d3_workshoppeek
| | | | | d3_workshoppeek.data
| | | | | d3_workshoppeek.dict
| | | | |
| | | | +---luigi_pull_toad_out_ice
| | | | | luigi_pull_toad_ice.data
| | | | | luigi_pull_toad_ice.dict
| | | | |
| | | | +---luigi_toad_enter_elevator
| | | | | luigi_toad_enter_elevator.data
| | | | | luigi_toad_enter_elevator.dict
| | | | |
| | | | +---luigi_toad_exit_elevator
| | | | | luigi_toad_exit_elevator.data
| | | | | luigi_toad_exit_elevator.dict
| | | | |
| | | | +---pixelize_toad_out
| | | | | pixelize_toad_out.data
| | | | | pixelize_toad_out.dict
| | | | |
| | | | +---portal_intro
| | | | | portal_intro.data
| | | | | portal_intro.dict
| | | | |
| | | | +---teleport_enter_mansiond
| | | | | teleport_enter_mansiond.data
| | | | | teleport_enter_mansiond.dict
| | | | |
| | | | \---toad_luigi_fall_through_ice
| | | | toad_luigi_fall_through_ice_shot_01.data
| | | | toad_luigi_fall_through_ice_shot_01.dict
| | | |
| | | +---mission00zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission01zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission02zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission03zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission09zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_basementfogroomzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_basementiceroomzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_basementzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_bonusroomazone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_bonusroombzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_chaletapproachzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_chaletporchzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_chaletzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_collapsedlab
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_crevassezone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_crystalpondzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_durabilityroom
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_elevatorlandingzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_excavationroomzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_fishinghutzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_gondolazone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_hiddenshaftzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_highwirezone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_icecavezone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_icechutezone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_icehallzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_icelakezone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_minetunnelzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_mirrorhallzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_mirrorroomzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_slidecavezone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | \---room_slidetopzone
| | | bundle.data
| | | bundle.dict
| | |
| | +---mansiond_icicleboss
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---art
| | | | \---nis
| | | | +---d6_pixelize_in
| | | | | d6_pixelizein.data
| | | | | d6_pixelizein.dict
| | | | |
| | | | +---icicleboss_battle_intro
| | | | | icicleboss_battle_intro_shot01.data
| | | | | icicleboss_battle_intro_shot01.dict
| | | | |
| | | | +---icicleboss_battle_outro
| | | | | good.data
| | | | | good.dict
| | | | | great.data
| | | | | great.dict
| | | | | medium.data
| | | | | medium.dict
| | | | |
| | | | +---icicleboss_battle_outro_prepip
| | | | | icicleboss_battle_outro_prepip_shot01.data
| | | | | icicleboss_battle_outro_prepip_shot01.dict
| | | | |
| | | | +---icicleboss_transition_in
| | | | | icicleboss_transition_in_shot01.data
| | | | | icicleboss_transition_in_shot01.dict
| | | | |
| | | | +---icicleboss_transition_out
| | | | | icicleboss_transition_out_shot01.data
| | | | | icicleboss_transition_out_shot01.dict
| | | | |
| | | | \---icicleboss_transition_out_2nd
| | | | icicleboss_transition_out_2nd_shot01.data
| | | | icicleboss_transition_out_2nd_shot01.dict
| | | |
| | | +---mission001zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room01zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room02zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room03zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room04zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---workshoplandingzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | \---workshopzone
| | | bundle.data
| | | bundle.dict
| | |
| | +---mansione
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---art
| | | | \---nis
| | | | +---big_boo_battle
| | | | | big_boo_battle.data
| | | | | big_boo_battle.dict
| | | | |
| | | | +---e1_chaserreveal
| | | | | e1_chaserreveal.data
| | | | | e1_chaserreveal.dict
| | | | |
| | | | +---e1_entrancepeek
| | | | | e1_entrancepeek.data
| | | | | e1_entrancepeek.dict
| | | | |
| | | | +---e1_statuereveal
| | | | | e1_statuereveal.data
| | | | | e1_statuereveal.dict
| | | | |
| | | | +---e1_tennis
| | | | | e1_tennis.data
| | | | | e1_tennis.dict
| | | | |
| | | | +---e1_underground_lab
| | | | | e1_underground_lab.data
| | | | | e1_underground_lab.dict
| | | | |
| | | | +---e1_verandacrumble
| | | | | e1_verandacrumble.data
| | | | | e1_verandacrumble.dict
| | | | |
| | | | +---e1_well_karikuri_down
| | | | | e1_well_karikuri_down.data
| | | | | e1_well_karikuri_down.dict
| | | | |
| | | | +---e2_egyptianchamber
| | | | | e2_egyptianchamber.data
| | | | | e2_egyptianchamber.dict
| | | | |
| | | | +---e2_grandstairreveal
| | | | | e2_grandstairreveal.data
| | | | | e2_grandstairreveal.dict
| | | | |
| | | | +---e2_toadrescue_amazon
| | | | | e2_toadrescue_amazon.data
| | | | | e2_toadrescue_amazon.dict
| | | | |
| | | | +---e2_toadrescue_iceage
| | | | | e2_toadrescue_iceage.data
| | | | | e2_toadrescue_iceage.dict
| | | | |
| | | | +---e2_toad_pixalizeout
| | | | | e2_toad_pixalizeout.data
| | | | | e2_toad_pixalizeout.dict
| | | | |
| | | | +---e2_verandadoor
| | | | | e2_verandadoor.data
| | | | | e2_verandadoor.dict
| | | | |
| | | | +---e3_bigboopeek
| | | | | e3_bigboopeek.data
| | | | | e3_bigboopeek.dict
| | | | |
| | | | +---e3_luigifixesfan
| | | | | e3_luigifixesfan.data
| | | | | e3_luigifixesfan.dict
| | | | |
| | | | +---e3_poltergeist_bookscare
| | | | | e3_poltergeist_bookscare.data
| | | | | e3_poltergeist_bookscare.dict
| | | | |
| | | | +---e3_terracepeek
| | | | | e3_terracepeek.data
| | | | | e3_terracepeek.dict
| | | | |
| | | | +---e4_big_boo_outro
| | | | | good.data
| | | | | good.dict
| | | | | great.data
| | | | | great.dict
| | | | | medium.data
| | | | | medium.dict
| | | | |
| | | | +---e5_terraceportal
| | | | | e5_terraceportal.data
| | | | | e5_terraceportal.dict
| | | | |
| | | | +---ghostchaser_reveal
| | | | | ghostchaser_reveal.data
| | | | | ghostchaser_reveal.dict
| | | | |
| | | | +---mammothtoss
| | | | | mammothtoss.data
| | | | | mammothtoss.dict
| | | | |
| | | | +---pixelize_into_mansione_entrancehall
| | | | | pixelize_into_mansione_entrancehall.data
| | | | | pixelize_into_mansione_entrancehall.dict
| | | | |
| | | | +---pixelize_into_mansion_e
| | | | | pixelize_into_mansione.data
| | | | | pixelize_into_mansione.dict
| | | | |
| | | | \---teleport_enter_trainexhibit
| | | | teleport_enter_trainexhibit.data
| | | | teleport_enter_trainexhibit.dict
| | | |
| | | +---mission01zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission02zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission03zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission04zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission05zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission10zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_amazonexhibitzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_archiveszone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_arenabigboozone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_aviationexhibitzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_darkageexhibitzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_darkroomzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_eastbalconyzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_eastcorridorzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_eastfronthallzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_egyptexhibitzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_entrancezone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_grandeastzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_grandstairwellzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_grandwestzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_iceageexhibitzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_kitchenzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_nauticalexhibitzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_nauticalexteriorzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_restroomzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_spaceexhibitzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_specialroomdarkageszone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_specialroomiceagezone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_summitzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_terracezone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_trainexhibitzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_undergroundcellszone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_undergroundcliffzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_undergroundlabzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_undergroundmaze01zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_undergroundmaze02zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_undergroundvaultzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_undergroundwellzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_verandastartzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_verandazone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_westbalconyzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_westcorridorzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | \---room_westfronthallzone
| | | bundle.data
| | | bundle.dict
| | |
| | +---mansione_kingboo
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---art
| | | | \---nis
| | | | +---credits_3sisters_roadtrip
| | | | | credits_3sisters_roadtrip.data
| | | | | credits_3sisters_roadtrip.dict
| | | | |
| | | | +---credits_bully_flowers_to_3sisters
| | | | | credits_bully_flowers_to_3sisters.data
| | | | | credits_bully_flowers_to_3sisters.dict
| | | | |
| | | | +---credits_bully_lift
| | | | | credits_bully_lift.data
| | | | | credits_bully_lift.dict
| | | | |
| | | | +---credits_bully_seesaw
| | | | | credits_bully_seesaw.data
| | | | | credits_bully_seesaw.dict
| | | | |
| | | | +---credits_luigi_covered_furries
| | | | | credits_luigi_covered_furries.data
| | | | | credits_luigi_covered_furries.dict
| | | | |
| | | | +---credits_luigi_dancing
| | | | | credits_luigi_dancing.data
| | | | | credits_luigi_dancing.dict
| | | | |
| | | | +---credits_luigi_getting_tossed
| | | | | credits_luigi_getting_tossed.data
| | | | | credits_luigi_getting_tossed.dict
| | | | |
| | | | +---credits_luigi_jumping_bed
| | | | | credits_luigi_jumping_bed.data
| | | | | credits_luigi_jumping_bed.dict
| | | | |
| | | | +---credits_luigi_mario_highfive
| | | | | credits_luigi_mario_highfive.data
| | | | | credits_luigi_mario_highfive.dict
| | | | |
| | | | +---credits_luigi_pigging_out
| | | | | credits_luigi_pigging_out.data
| | | | | credits_luigi_pigging_out.dict
| | | | |
| | | | +---credits_luigi_poltergeist_play_piano
| | | | | credits_luigi_poltergeist_play_piano.data
| | | | | credits_luigi_poltergeist_play_piano.dict
| | | | |
| | | | +---credits_normals_lounging
| | | | | credits_normals_lounging.data
| | | | | credits_normals_lounging.dict
| | | | |
| | | | +---credits_normals_sledding
| | | | | credits_normals_sledding.data
| | | | | credits_normals_sledding.dict
| | | | |
| | | | +---credits_toad_poltergeist
| | | | | credits_toad_poltergeist.data
| | | | | credits_toad_poltergeist.dict
| | | | |
| | | | +---credits_toad_pyramid
| | | | | credits_toad_pyramid.data
| | | | | credits_toad_pyramid.dict
| | | | |
| | | | +---e6_statueboss
| | | | | e6_statueboss.data
| | | | | e6_statueboss.dict
| | | | |
| | | | +---e6_statueboss2
| | | | | e6_statueboss2.data
| | | | | e6_statueboss2.dict
| | | | |
| | | | +---egadd_pixelate_shard_into
| | | | | egadd_pixelate_shard_into.data
| | | | | egadd_pixelate_shard_into.dict
| | | | |
| | | | +---kingboo_intro
| | | | | kingboo_intro.data
| | | | | kingboo_intro.dict
| | | | |
| | | | +---statue_boss_darkmoon_acquired
| | | | | statue_boss_darkmoon_acquired.data
| | | | | statue_boss_darkmoon_acquired.dict
| | | | |
| | | | +---statue_boss_intro
| | | | | statue_boss_intro.data
| | | | | statue_boss_intro.dict
| | | | |
| | | | +---statue_boss_missioncomplete
| | | | | good.data
| | | | | good.dict
| | | | | great.data
| | | | | great.dict
| | | | | medium.data
| | | | | medium.dict
| | | | |
| | | | +---statue_boss_outro
| | | | | statue_boss_outro.data
| | | | | statue_boss_outro.dict
| | | | |
| | | | +---statue_boss_reincarnate
| | | | | statue_boss_reincarnate.data
| | | | | statue_boss_reincarnate.dict
| | | | |
| | | | +---statue_boss_stage3
| | | | | statue_boss_stage3.data
| | | | | statue_boss_stage3.dict
| | | | |
| | | | +---statue_boss_upskirt_camera
| | | | | statue_boss_upskirt_camera.data
| | | | | statue_boss_upskirt_camera.dict
| | | | |
| | | | +---transition_hallway_to_tile
| | | | | transition_hallway_to_tile.data
| | | | | transition_hallway_to_tile.dict
| | | | |
| | | | \---transition_tile_to_hallway
| | | | transition_tile_to_hallway.data
| | | | transition_tile_to_hallway.dict
| | | |
| | | +---defaultbunchzone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---mission01zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room8zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room9zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_01zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_02zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_03zone
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_backstage
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_bunker
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_outrokingbooarena
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_outroluigishouse
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_outromanb
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_outromand
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_outroterrace
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | +---room_outrovault
| | | | bundle.data
| | | | bundle.dict
| | | |
| | | \---room_outrovaultinterior
| | | bundle.data
| | | bundle.dict
| | |
| | +---sandbox
| | | \---nistest
| | | \---nis
| | | ridesandboxcamera.data
| | | ridesandboxcamera.dict
| | |
| | \---terrortower
| | | bundle.data
| | | bundle.dict
| | |
| | +---defaultbunchzone
| | | bundle.data
| | | bundle.dict
| | |
| | +---mission01
| | | bundle.data
| | | bundle.dict
| | |
| | +---rooftop
| | | bundle.data
| | | bundle.dict
| | |
| | +---room_ballroom
| | | bundle.data
| | | bundle.dict
| | |
| | +---room_bathroom01
| | | bundle.data
| | | bundle.dict
| | |
| | +---room_bathroom02
| | | bundle.data
| | | bundle.dict
| | |
| | +---room_bedroom01
| | | bundle.data
| | | bundle.dict
| | |
| | +---room_bedroom02
| | | bundle.data
| | | bundle.dict
| | |
| | +---room_candles01
| | | bundle.data
| | | bundle.dict
| | |
| | +---room_candles02
| | | bundle.data
| | | bundle.dict
| | |
| | +---room_clock01
| | | bundle.data
| | | bundle.dict
| | |
| | +---room_clock02
| | | bundle.data
| | | bundle.dict
| | |
| | +---room_deeproom01
| | | bundle.data
| | | bundle.dict
| | |
| | +---room_deeproom02
| | | bundle.data
| | | bundle.dict
| | |
| | +---room_graveyard01
| | | bundle.data
| | | bundle.dict
| | |
| | +---room_graveyard02
| | | bundle.data
| | | bundle.dict
| | |
| | +---room_kitchen01
| | | bundle.data
| | | bundle.dict
| | |
| | +---room_kitchen02
| | | bundle.data
| | | bundle.dict
| | |
| | +---room_painting01
| | | bundle.data
| | | bundle.dict
| | |
| | +---room_painting02
| | | bundle.data
| | | bundle.dict
| | |
| | +---room_trap01
| | | bundle.data
| | | bundle.dict
| | |
| | +---room_trap02
| | | bundle.data
| | | bundle.dict
| | |
| | \---room_western
| | bundle.data
| | bundle.dict
| |
| +---streetpass
| | \---ghosts
| | animal_bully.data
| | animal_bully.dict
| | animal_creeper.data
| | animal_creeper.dict
| | animal_gobber.data
| | animal_gobber.dict
| | animal_normal.data
| | animal_normal.dict
| | animal_sneaker.data
| | animal_sneaker.dict
| | clothing_bully.data
| | clothing_bully.dict
| | clothing_creeper.data
| | clothing_creeper.dict
| | clothing_gobber.data
| | clothing_gobber.dict
| | clothing_normal.data
| | clothing_normal.dict
| | clothing_sneaker.data
| | clothing_sneaker.dict
| | flower_bully.data
| | flower_bully.dict
| | flower_creeper.data
| | flower_creeper.dict
| | flower_gobber.data
| | flower_gobber.dict
| | flower_normal.data
| | flower_normal.dict
| | flower_sneaker.data
| | flower_sneaker.dict
| | food_bully.data
| | food_bully.dict
| | food_creeper.data
| | food_creeper.dict
| | food_gobber.data
| | food_gobber.dict
| | food_normal.data
| | food_normal.dict
| | food_sneaker.data
| | food_sneaker.dict
| | horror_bully.data
| | horror_bully.dict
| | horror_creeper.data
| | horror_creeper.dict
| | horror_gobber.data
| | horror_gobber.dict
| | horror_normal.data
| | horror_normal.dict
| | horror_sneaker.data
| | horror_sneaker.dict
| | insect_bully.data
| | insect_bully.dict
| | insect_creeper.data
| | insect_creeper.dict
| | insect_gobber.data
| | insect_gobber.dict
| | insect_normal.data
| | insect_normal.dict
| | insect_sneaker.data
| | insect_sneaker.dict
| | ocean_bully.data
| | ocean_bully.dict
| | ocean_creeper.data
| | ocean_creeper.dict
| | ocean_gobber.data
| | ocean_gobber.dict
| | ocean_normal.data
| | ocean_normal.dict
| | ocean_sneaker.data
| | ocean_sneaker.dict
| | sports_bully.data
| | sports_bully.dict
| | sports_creeper.data
| | sports_creeper.dict
| | sports_gobber.data
| | sports_gobber.dict
| | sports_normal.data
| | sports_normal.dict
| | sports_sneaker.data
| | sports_sneaker.dict
| |
| +---tweaker
| | dutch.data
| | dutch.dict
| | english.data
| | english.dict
| | french.data
| | french.dict
| | german.data
| | german.dict
| | italian.data
| | italian.dict
| | japanese.data
| | japanese.dict
| | nafrench.data
| | nafrench.dict
| | naspanish.data
| | naspanish.dict
| | portuguese.data
| | portuguese.dict
| | russian.data
| | russian.dict
| | spanish.data
| | spanish.dict
| | ukenglish.data
| | ukenglish.dict
| |
| \---wwiseaudio
| 1000575608.bnk
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| 4257121458.bnk
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| 448857121.bnk
| 463916695.bnk
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| 590003943.bnk
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| 65562303.bnk
| 682861099.bnk
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| 896811967.bnk
| 898931569.bnk
| 916569497.bnk
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| 930584248.bnk
| 943859398.bnk
| 982106284.bnk
| 983134459.bnk
| 997351745.bnk
| streamedfiles.pck
|
+---gameplayconfigfiles
| boo.config
| bullybossghost.config
| bullyghost.config
| chaserbossghost.config
| chaserghost.config
| creeperbossghost.config
| creeperghost.config
| gobberbossghost.config
| gobberghost.config
| hiderghost.config
| kingboo.config
| mummy.config
| normalbossghost.config
| normalghost.config
| normalghost_vortex.config
| poltergeistghost.config
| poltergeistghostboss.config
| poltergeistghoststrong.config
| possessorghostboss.config
| robomb.config
| sneakerbossghost.config
| sneakerghost.config
| threesistersfat.config
| threesistersmedium.config
| threesistersslim.config
|
+---ini
| buildinfo.ini
| releasetweakerfilter.txt
| rominfo.ini
| user.ini
|
\---materials
material_new.data
material_new.dict
</pre>
<!-- ===NTSC-U===
<pre>
\art
\gameplayconfigfiles
\ini
\materials
\art\ADemo
\Ajioka\CVS
\Ajioka\ADemo\codemo01.szp
\Ajioka\ADemo\codemo02.szp
\Ajioka\ADemo\codemo03.szp
\Ajioka\ADemo\codemo04.szp
\Ajioka\ADemo\codemo05.szp
\Ajioka\ADemo\codemo06.szp
\Ajioka\ADemo\codemo07.szp
\Ajioka\ADemo\codemo08.szp
\Ajioka\ADemo\codemo09.szp
\Ajioka\ADemo\codemo10.szp
\Ajioka\ADemo\codemo11.szp
\Ajioka\ADemo\codemo12.szp
\Ajioka\ADemo\codemo13.szp
\Ajioka\ADemo\codemo14.szp
\Ajioka\ADemo\CVS
\Ajioka\ADemo\dodb.szp
\Ajioka\ADemo\dotb.szp
\Ajioka\ADemo\gameboy.szp
\Ajioka\ADemo\gbdemo01.szp
\Ajioka\ADemo\gbdemo02.szp
\Ajioka\ADemo\gbdemo03.szp
\Ajioka\ADemo\gbdemo04.szp
\Ajioka\ADemo\gbdemo05.szp
\Ajioka\ADemo\gbdemo06.szp
\Ajioka\ADemo\gbdemo07.szp
\Ajioka\ADemo\hodemo01.szp
\Ajioka\ADemo\hodemo02.szp
\Ajioka\ADemo\hodemo03.szp
\Ajioka\ADemo\hodemo04.szp
\Ajioka\ADemo\hodemo05.szp
\Ajioka\ADemo\hodemo06.szp
\Ajioka\ADemo\hodemo07.szp
\Ajioka\ADemo\hodemo08.szp
\Ajioka\ADemo\hodemo09.szp
\Ajioka\ADemo\hodemo10.szp
\Ajioka\ADemo\hodemo11.szp
\Ajioka\ADemo\hodemo12.szp
\Ajioka\ADemo\hodemo13.szp
\Ajioka\ADemo\hodemo14.szp
\Ajioka\ADemo\nodemo01.szp
\Ajioka\ADemo\nodemo02.szp
\Ajioka\ADemo\nodemo03.szp
\Ajioka\ADemo\nodemo04.szp
\Ajioka\ADemo\nodemo05.szp
\Ajioka\ADemo\nodemo06.szp
\Ajioka\ADemo\nodemo07.szp
\Ajioka\ADemo\nodemo08.szp
\Ajioka\ADemo\nodemo09.szp
\Ajioka\ADemo\nodemo10.szp
\Ajioka\ADemo\nodemo11.szp
\Ajioka\ADemo\nodemo12.szp
\Ajioka\ADemo\nodemo13.szp
\Ajioka\ADemo\nodemo14.szp
\Ajioka\ADemo\oodemo01.szp
\Ajioka\ADemo\oodemo02.szp
\Ajioka\ADemo\oodemo03.szp
\Ajioka\ADemo\oodemo04.szp
\Ajioka\ADemo\oodemo05.szp
\Ajioka\ADemo\oodemo06.szp
\Ajioka\ADemo\oodemo07.szp
\Ajioka\ADemo\oodemo08.szp
\Ajioka\ADemo\oodemo09.szp
\Ajioka\ADemo\oodemo10.szp
\Ajioka\ADemo\oodemo11.szp
\Ajioka\ADemo\oodemo12.szp
\Ajioka\ADemo\oodemo13.szp
\Ajioka\ADemo\oodemo14.szp
\Ajioka\ADemo\opcn.szp
\Ajioka\ADemo\opdn.szp
\Ajioka\ADemo\opeg.szp
\Ajioka\ADemo\opod.szp
\Ajioka\ADemo\oppm.szp
\Ajioka\ADemo\opsu.szp
\Ajioka\ADemo\opwf.szp
\Ajioka\ADemo\CVS\Entries
\Ajioka\ADemo\CVS\Repository
\Ajioka\ADemo\CVS\Root
\Ajioka\CVS\Entries
\Ajioka\CVS\Entries.Log
\Ajioka\CVS\Repository
\Ajioka\CVS\Root
\AudioRes\Banks
\AudioRes\JaiInit.aaf
\AudioRes\Seqs
\AudioRes\Stream
\AudioRes\Banks\LuiSe2_0.aw
\AudioRes\Banks\LuiSec0_0.aw
\AudioRes\Banks\LuiSec1_0.aw
\AudioRes\Banks\LuiSec2_0.aw
\AudioRes\Seqs\JaiArcS.arc
\AudioRes\Stream\TMansion.afc
\AudioRes\Stream\TMOpen.afc
\CVS\Entries
\CVS\Entries.Log
\CVS\Repository
\CVS\Root
\Effect\CVS
\Effect\door.bck
\Effect\door.bmd
\Effect\door.key
\Effect\door.mdl
\Effect\effect.bmd
\Effect\effect.btk
\Effect\hakko.bti
\Effect\CVS\Entries
\Effect\CVS\Repository
\Effect\CVS\Root
\Ending\CVS
\Ending\end_ms.bti
\Ending\English
\Ending\house_00.bti
\Ending\h_P00.bti
\Ending\h_P00G.bti
\Ending\h_P01.bti
\Ending\h_P01G.bti
\Ending\h_P02.bti
\Ending\h_P02G.bti
\Ending\h_P03.bti
\Ending\h_P03G.bti
\Ending\h_P04.bti
\Ending\h_P04G.bti
\Ending\h_P05.bti
\Ending\h_P05G.bti
\Ending\h_P06.bti
\Ending\h_P06G.bti
\Ending\h_P07.bti
\Ending\h_P07G.bti
\Ending\luigi_b.bti
\Ending\luigi_g.bti
\Ending\luigi_V.bti
\Ending\mes_b.bti
\Ending\mes_b1.bti
\Ending\mes_g.bti
\Ending\mes_V.bti
\Ending\me_kan.bti
\Ending\ra_A.bti
\Ending\ra_B.bti
\Ending\ra_C.bti
\Ending\ra_D.bti
\Ending\ra_E.bti
\Ending\ra_F.bti
\Ending\ra_G.bti
\Ending\ra_H.bti
\Ending\sosite.bti
\Game\CVS
\Game\game.szp
\Game\game_usa.szp
\Game\CVS\Entries
\Game\CVS\Repository
\Game\CVS\Root
\system\CVS
\system\system.arc
\system\CVS\Entries
\system\CVS\Repository
\system\CVS\Root
</pre> -->
[[Category:Luigi's Mansion Hacking]]
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Luigi's Mansion 2
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Luigi's Mansion 3
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{{Game
|title = Luigi's Mansion 3
|image = [[Image:Luigis_Mansion_3-Switch_Screenshot.png|center|320px]]
|icon = [[Image:Luigis Mansion-3 Icon.png|left]]
|game = Luigi's Mansion 3
|developer = Next Level Games<br />Nintendo
|gameid = WLD: 0100DCA0064A6000
|released = Oct 31, 2019
|isoromsize = 6.4 GB
|system = Nintendo Switch
|versions = LA-H-AG3JA
|isoromsize = WLD: 6.71 GB
|projectid = v-luigi3
}}
'''Luigi's Mansion 3''' is the next game in the series we all have been screaming for.<br /> It's basically Luigi's Mansion but without the mansion.
{{clear}}
http://nswdb.com/ wip
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Luigi's Mansion 3:ROM map
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Created page with "{{ROMMap|game=Luigi's Mansion 3}} [[Category:LM_Hacking_Information_and_Documentation]] ==Luigi's Mansion 3 Filesystem Map== {| class="wikitable" |- ! Item ! Content ! Hackabl..."
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{{ROMMap|game=Luigi's Mansion 3}}
[[Category:LM_Hacking_Information_and_Documentation]]
==Luigi's Mansion 3 Filesystem Map==
{| class="wikitable"
|-
! Item
! Content
! Hackable?
|-
| 📂 <tt>Ajioka</tt> || Cutscenes leading to the playable game (Animated Demos) || ✕
|-
| 📂 <tt>AudioRes</tt> || Audio management and files || ✓ (Custom BMS Only)
|-
| 📂 <tt>CVS</tt> || File creation log || ✓ (No effect - Unused)
|-
| 📂 <tt>Effect</tt> || For effects || ✓ (No effect - Unused)
|-
| 📂 <tt>Ending</tt> || Assets for ending || ✓
|-
| 📂 <tt>Event</tt> || Cutscenes in-game || ✓
|-
| 📂 <tt>Game</tt> || General || ✓
|-
| 📂 <tt>Iwamoto</tt> || <!--Room archives (which contain -->Room layout/models, furniture and their respective animation/sound files.||✓ (Textures must be in one image)
|-
| 📂 <tt>Kawano</tt> || File select, Save game and Credits || ✓
|-
| 📂 <tt>Map</tt> || Map collision, parameters and others. || ✓
|-
| 📂 <tt>model</tt> || All the model archives || ✓ (File-swaps Only)
|-
| 📂 <tt>Movie</tt> || Contains <tt>pikminS.h4m</tt>, the Pikmin trailer || ✕
|-
| 📂 <tt>Nakamura</tt> || Gallery (Painting models, viewing painting, etc) || ✕
|-
| 📂 <tt>system</tt> || Contains <tt>system.arc</tt> which contains <tt>[[:File:Font_12.bfn.png|font_12.bfn]]</tt>|| ✓ (No effect - Unused)
|}
==Folder contents==
===<tt>📂 Ajioka</tt>===
{| class="wikitable"
|-
! Item
! Content
|-
| 📂 <tt>ADemo</tt> || Cutscene files (Animated Demos)
|-
| 📂 <tt>CVS</tt> || File creation log
|-
|}
===<tt>📂 AudioRes</tt>===
{| class="wikitable"
|-
! Item
! Content
|-
| 📂 <tt>Banks</tt> || Instrument banks
|-
| 📂 <tt>Seqs</tt> || Sound Sequences
|-
|    📄 <tt>JaiArcS.arc</tt>||Stored BMS data
|-
| 📂 <tt>Stream</tt> || Audio streams
|-
| 📄 JaiInit.aaf</tt> || Audio Indexer list
|}
===<tt>📂 CVS</tt>===
{| class="wikitable"
|-
! Item
! Content
|-
| 📄 <tt>Entries</tt> || Entry date
|-
| 📄 <tt>Repository</tt> || Repository Folder
|-
| 📄 <tt>Root</tt> || Project Root Directory
|}
===<tt>📂 Effect</tt>===
{| class="wikitable"
|-
! Item
! Content
|-
| 📂 <tt>CVS</tt> || File creation log
|-
| 📄 <tt>hakko.bti</tt> || Ghost glow
|-
| 📄 <tt>door.bck</tt> || The unused animation for <tt>door.bmd</tt>.
|-
| 📄 <tt>door.bmd</tt> || [[:File:LM_GCN_door.bmd.png|The unused door in Luigi's Mansion]].
|-
| 📄 <tt>door.key</tt> || Same as <tt>door.bck</tt> except made for <tt>door.mdl</tt>.
|-
| 📄 <tt>door.mdl</tt> || Same as <tt>door.bmd</tt> except its in Luigi's Mansion <tt>.mdl</tt> format.
|-
| 📄 <tt>effect.bmd</tt> || [[:File:LM GCN effect.bmd.png|Some weird glow-ey blue thing?]]
|-
| 📄 <tt>effect.bck</tt> || Animation for <tt>effect.bmd</tt>.
|-
|}
===<tt>📂 Ending</tt>===
{| class="wikitable"
|-
! Item
! Content
|-
| 📂 <tt>CVS</tt> || File creation log
|-
| 📂 <tt>English</tt> || English translation for the same files
|-
| 📄 <tt>end_ms.bti</tt> || Ending message
|-
| 📄 <tt>h_P00.bti</tt> || [[:File:LM GCN H P00.bti rgba.png|Rank H]]
|-
| 📄 <tt>h_P00G.bti</tt> || Rank H portrait for THE END screen
|-
| 📄 <tt>h_P01.bti</tt> || [[:File:LM GCN H P01 - Copy.bti.png|Rank G]]
|-
| 📄 <tt>h_P01G.bti</tt> || Rank G portrait for THE END screen
|-
| 📄 <tt>h_P02.bti</tt> || [[:File:LM GCN h P02.bti.png|Rank F]]
|-
| 📄 <tt>h_P02G.bti</tt> || Rank F portrait for THE END screen
|-
| 📄 <tt>h_P03.bti</tt> || [[:File:LM GCN h P03.bti.png|Rank E]]
|-
| 📄 <tt>h_P03G.bti</tt> || Rank E portrait for THE END screen
|-
| 📄 <tt>h_P04.bti</tt> || [[:File:LM_GCN_h_P04.bti.png|Rank D]]
|-
| 📄 <tt>h_P04G.bti</tt> || Rank D portrait for THE END screen
|-
| 📄 <tt>h_P05.bti</tt> || [[:File:LM_GCN_h_P05.bti.png|Rank C]]
|-
| 📄 <tt>h_P05G.bti</tt> || Rank C portrait for THE END screen
|-
| 📄 <tt>h_P06.bti</tt> || [[:File:LM_GCN_h_P06.bti.png|Rank B]]
|-
| 📄 <tt>h_P06G.bti</tt> || Rank B portrait for THE END screen
|-
| 📄 <tt>h_P07.bti</tt> || [[:File:LM_GCN_h_P07.bti.png|Rank A]]
|-
| 📄 <tt>h_P07G.bti</tt> || Rank A portrait for THE END screen
|-
| 📄 <tt>house_00.bti</tt> || Haunted Mansion background used for ending
|-
| 📄 <tt>luigi_b.bti</tt> || [[:File:LM GCN luigi b.bti.png|Unused Luigi '''Bad''' ending graphics]]
|-
| 📄 <tt>luigi_g.bti</tt> || [[:File:LM GCN Luigi g.bti.png|Unused Luigi '''Good''' ending graphics]]
|-
| 📄 <tt>luigi_V.bti</tt> || [[:File:LM GCN Luigi V.bti.png|Unused Luigi '''Victory''' ending graphics]]
|-
| 📄 <tt>me_kan.bti</tt> || "THE END" text
|-
| 📄 <tt>mes_b.bti</tt> || "The haunted mansion disappeared without a trace..." text
|-
| 📄 <tt>mes_g.bti</tt> || "Welcome to Luigi's NEW Mansion!" text
|-
| 📄 <tt>mes_V.bti</tt> || "Congratulations! Your new mansion is complete!" text
|-
| 📄 <tt>ra_A.bti</tt> || "Rank A" text
|-
| 📄 <tt>ra_B.bti</tt> || "Rank B" text
|-
| 📄 <tt>ra_C.bti</tt> || "Rank C" text
|-
| 📄 <tt>ra_D.bti</tt> || "Rank D" text
|-
| 📄 <tt>ra_E.bti</tt> || "Rank E" text
|-
| 📄 <tt>ra_F.bti</tt> || "Rank F" text
|-
| 📄 <tt>ra_G.bti</tt> || "Rank G" text
|-
| 📄 <tt>ra_H.bti</tt> || "Rank H" text
|}
===<tt>📂 Event</tt>===
{| class="wikitable"
|-
! Item
! Content
|-
| 📂 <tt>CVS</tt> || File creation log
|-
| 📄 <tt>event##.szp</tt> || [[Luigi's Mansion:Docs/Events List|Please see this page for the list]]
|}
===<tt>📂 Game</tt>===
{| class="wikitable"
|-
! Item
! Content
|-
| 📂 <tt>CVS</tt> || File creation log
|-
| 📄 <tt>[[Luigi's_Mansion:ROM_map/game_usa.szp|game.szp]]</tt> || Overwrites some files initially loaded into RAM (NTSC-J only)
|-
|    📂 <tt>data</tt> || Contents
|-
| 📄 <tt>[[Luigi's_Mansion:ROM_map/game_usa.szp|game_usa.szp]]</tt> || Overwrites some files initially loaded into RAM (NTSC-U only)
|-
|    📂 <tt>data</tt> || Contents
|}
{{rightsource|Catley}}
{{source|luigim1, SpaceCats and lmfinishgamer|Research}}
==Complete File Directory==
===NTSC-J===
<pre>
\Ajioka
\AudioRes
\boot.dol
\CVS
\Effect
\Ending
\Event
\Game
\Iwamoto
\Kawano
\Map
\model
\Movie
\Nakamura
\opening.bnr
\system
\opening.bnr
\&&systemdata\AppLoader.ldr
\&&systemdata\Game.toc
\&&systemdata\ISO.hdr
\&&systemdata\Start.dol
\Ajioka\ADemo\codemo01.szp
\Ajioka\ADemo\codemo02.szp
\Ajioka\ADemo\codemo03.szp
\Ajioka\ADemo\codemo04.szp
\Ajioka\ADemo\codemo05.szp
\Ajioka\ADemo\codemo06.szp
\Ajioka\ADemo\codemo07.szp
\Ajioka\ADemo\codemo08.szp
\Ajioka\ADemo\codemo09.szp
\Ajioka\ADemo\codemo10.szp
\Ajioka\ADemo\codemo11.szp
\Ajioka\ADemo\codemo12.szp
\Ajioka\ADemo\codemo13.szp
\Ajioka\ADemo\codemo14.szp
\Ajioka\ADemo\dodb.szp
\Ajioka\ADemo\dotb.szp
\Ajioka\ADemo\gameboy.szp
\Ajioka\ADemo\gbdemo01.szp
\Ajioka\ADemo\gbdemo02.szp
\Ajioka\ADemo\gbdemo03.szp
\Ajioka\ADemo\gbdemo04.szp
\Ajioka\ADemo\gbdemo05.szp
\Ajioka\ADemo\gbdemo06.szp
\Ajioka\ADemo\gbdemo07.szp
\Ajioka\ADemo\hodemo01.szp
\Ajioka\ADemo\hodemo02.szp
\Ajioka\ADemo\hodemo03.szp
\Ajioka\ADemo\hodemo04.szp
\Ajioka\ADemo\hodemo05.szp
\Ajioka\ADemo\hodemo06.szp
\Ajioka\ADemo\hodemo07.szp
\Ajioka\ADemo\hodemo08.szp
\Ajioka\ADemo\hodemo09.szp
\Ajioka\ADemo\hodemo10.szp
\Ajioka\ADemo\hodemo11.szp
\Ajioka\ADemo\hodemo12.szp
\Ajioka\ADemo\hodemo13.szp
\Ajioka\ADemo\hodemo14.szp
\Ajioka\ADemo\nodemo01.szp
\Ajioka\ADemo\nodemo02.szp
\Ajioka\ADemo\nodemo03.szp
\Ajioka\ADemo\nodemo04.szp
\Ajioka\ADemo\nodemo05.szp
\Ajioka\ADemo\nodemo06.szp
\Ajioka\ADemo\nodemo07.szp
\Ajioka\ADemo\nodemo08.szp
\Ajioka\ADemo\nodemo09.szp
\Ajioka\ADemo\nodemo10.szp
\Ajioka\ADemo\nodemo11.szp
\Ajioka\ADemo\nodemo12.szp
\Ajioka\ADemo\nodemo13.szp
\Ajioka\ADemo\nodemo14.szp
\Ajioka\ADemo\oodemo01.szp
\Ajioka\ADemo\oodemo02.szp
\Ajioka\ADemo\oodemo03.szp
\Ajioka\ADemo\oodemo04.szp
\Ajioka\ADemo\oodemo05.szp
\Ajioka\ADemo\oodemo06.szp
\Ajioka\ADemo\oodemo07.szp
\Ajioka\ADemo\oodemo08.szp
\Ajioka\ADemo\oodemo09.szp
\Ajioka\ADemo\oodemo10.szp
\Ajioka\ADemo\oodemo11.szp
\Ajioka\ADemo\oodemo12.szp
\Ajioka\ADemo\oodemo13.szp
\Ajioka\ADemo\oodemo14.szp
\Ajioka\ADemo\opcn.szp
\Ajioka\ADemo\opdn.szp
\Ajioka\ADemo\opeg.szp
\Ajioka\ADemo\opod.szp
\Ajioka\ADemo\oppm.szp
\Ajioka\ADemo\opsu.szp
\Ajioka\ADemo\opwf.szp
\Ajioka\ADemo\CVS\Entries
\Ajioka\ADemo\CVS\Repository
\Ajioka\ADemo\CVS\Root
\Ajioka\CVS\Entries
\Ajioka\CVS\Entries.Log
\Ajioka\CVS\Repository
\Ajioka\CVS\Root
\AudioRes\JaiInit.aaf
\AudioRes\Banks\LuiSe2_0.aw
\AudioRes\Banks\LuiSec0_0.aw
\AudioRes\Banks\LuiSec1_0.aw
\AudioRes\Banks\LuiSec2_0.aw
\AudioRes\Seqs\JaiArcS.arc
\AudioRes\Stream\TMansion.afc
\AudioRes\Stream\TMOpen.afc
\CVS\Entries
\CVS\Entries.Log
\CVS\Repository
\CVS\Root
\Effect\door.bck
\Effect\door.bmd
\Effect\door.key
\Effect\door.mdl
\Effect\effect.bmd
\Effect\effect.btk
\Effect\hakko.bti
\Effect\CVS\Entries
\Effect\CVS\Repository
\Effect\CVS\Root
\Ending\end_ms.bti
\Ending\house_00.bti
\Ending\h_P00.bti
\Ending\h_P00G.bti
\Ending\h_P01.bti
\Ending\h_P01G.bti
\Ending\h_P02.bti
\Ending\h_P02G.bti
\Ending\h_P03.bti
\Ending\h_P03G.bti
\Ending\h_P04.bti
\Ending\h_P04G.bti
\Ending\h_P05.bti
\Ending\h_P05G.bti
\Ending\h_P06.bti
\Ending\h_P06G.bti
\Ending\h_P07.bti
\Ending\h_P07G.bti
\Ending\luigi_b.bti
\Ending\luigi_g.bti
\Ending\luigi_V.bti
\Ending\mes_b.bti
\Ending\mes_b1.bti
\Ending\mes_g.bti
\Ending\mes_V.bti
\Ending\me_kan.bti
\Ending\ra_A.bti
\Ending\ra_B.bti
\Ending\ra_C.bti
\Ending\ra_D.bti
\Ending\ra_E.bti
\Ending\ra_F.bti
\Ending\ra_G.bti
\Ending\ra_H.bti
\Ending\sosite.bti
\Ending\CVS\Entries
\Ending\CVS\Repository
\Ending\CVS\Root
\Event\event00.szp
\Event\event01.szp
\Event\event02.szp
\Event\event03.szp
\Event\event04.szp
\Event\event05.szp
\Event\event06.szp
\Event\event07.szp
\Event\event08.szp
\Event\event09.szp
\Event\event10.szp
\Event\event100.szp
\Event\event101.szp
\Event\event11.szp
\Event\event12.szp
\Event\event13.szp
\Event\event14.szp
\Event\event15.szp
\Event\event16.szp
\Event\event17.szp
\Event\event18.szp
\Event\event19.szp
\Event\event20.szp
\Event\event21.szp
\Event\event22.szp
\Event\event23.szp
\Event\event24.szp
\Event\event25.szp
\Event\event26.szp
\Event\event27.szp
\Event\event28.szp
\Event\event29.szp
\Event\event30.szp
\Event\event31.szp
\Event\event32.szp
\Event\event33.szp
\Event\event34.szp
\Event\event35.szp
\Event\event36.szp
\Event\event37.szp
\Event\event38.szp
\Event\event39.szp
\Event\event40.szp
\Event\event41.szp
\Event\event42.szp
\Event\event43.szp
\Event\event44.szp
\Event\event45.szp
\Event\event46.szp
\Event\event47.szp
\Event\event48.szp
\Event\event49.szp
\Event\event50.szp
\Event\event51.szp
\Event\event52.szp
\Event\event53.szp
\Event\event54.szp
\Event\event55.szp
\Event\event56.szp
\Event\event57.szp
\Event\event58.szp
\Event\event59.szp
\Event\event60.szp
\Event\event61.szp
\Event\event62.szp
\Event\event63.szp
\Event\event64.szp
\Event\event65.szp
\Event\event66.szp
\Event\event67.szp
\Event\event68.szp
\Event\event69.szp
\Event\event70.szp
\Event\event71.szp
\Event\event72.szp
\Event\event73.szp
\Event\event74.szp
\Event\event75.szp
\Event\event76.szp
\Event\event77.szp
\Event\event78.szp
\Event\event79.szp
\Event\event80.szp
\Event\event81.szp
\Event\event82.szp
\Event\event83.szp
\Event\event84.szp
\Event\event85.szp
\Event\event86.szp
\Event\event87.szp
\Event\event88.szp
\Event\event89.szp
\Event\event90.szp
\Event\event91.szp
\Event\event92.szp
\Event\event93.szp
\Event\event94.szp
\Event\event95.szp
\Event\event96.szp
\Event\event97.szp
\Event\event98.szp
\Event\event99.szp
\Event\CVS\Entries
\Event\CVS\Repository
\Event\CVS\Root
\Game\game.szp
\Game\CVS\Entries
\Game\CVS\Repository
\Game\CVS\Root
\Iwamoto\vrball_B.szp
\Iwamoto\vrball_M.szp
\Iwamoto\vrKoopa.szp
\Iwamoto\CVS\Entries
\Iwamoto\CVS\Repository
\Iwamoto\CVS\Root
\Iwamoto\map0\test_00.bin
\Iwamoto\map0\test_01.bin
\Iwamoto\map0\test_02.bin
\Iwamoto\map0\test_03.bin
\Iwamoto\map0\CVS\Entries
\Iwamoto\map0\CVS\Repository
\Iwamoto\map0\CVS\Root
\Iwamoto\map1\hakase.arc
\Iwamoto\map1\h_01.bin
\Iwamoto\map1\h_02.bin
\Iwamoto\map1\CVS\Entries
\Iwamoto\map1\CVS\Repository
\Iwamoto\map1\CVS\Root
\Iwamoto\map10\roombed.arc
\Iwamoto\map10\CVS\Entries
\Iwamoto\map10\CVS\Repository
\Iwamoto\map10\CVS\Root
\Iwamoto\map11\beranda.arc
\Iwamoto\map11\CVS\Entries
\Iwamoto\map11\CVS\Repository
\Iwamoto\map11\CVS\Root
\Iwamoto\map12\h_02.bin
\Iwamoto\map12\CVS\Entries
\Iwamoto\map12\CVS\Repository
\Iwamoto\map12\CVS\Root
\Iwamoto\map13\tombboss.arc
\Iwamoto\map13\CVS\Entries
\Iwamoto\map13\CVS\Repository
\Iwamoto\map13\CVS\Root
\Iwamoto\map2\gidemap.szp
\Iwamoto\map2\room01A.bin
\Iwamoto\map2\room_00.arc
\Iwamoto\map2\room_01.arc
\Iwamoto\map2\room_02.arc
\Iwamoto\map2\room_03.arc
\Iwamoto\map2\room_04.arc
\Iwamoto\map2\room_05.arc
\Iwamoto\map2\room_06.arc
\Iwamoto\map2\room_07.arc
\Iwamoto\map2\room_08.arc
\Iwamoto\map2\room_09.arc
\Iwamoto\map2\room_10.arc
\Iwamoto\map2\room_11.arc
\Iwamoto\map2\room_12.arc
\Iwamoto\map2\room_13.arc
\Iwamoto\map2\room_14.arc
\Iwamoto\map2\room_15.arc
\Iwamoto\map2\room_16.arc
\Iwamoto\map2\room_17.arc
\Iwamoto\map2\room_18.arc
\Iwamoto\map2\room_19.arc
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\Iwamoto\map2\room_58.arc
\Iwamoto\map2\room_59.arc
\Iwamoto\map2\room_60.arc
\Iwamoto\map2\room_61.arc
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\Iwamoto\map2\room_63.arc
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\system\system.arc
\system\CVS\Entries
\system\CVS\Repository
\system\CVS\Root
</pre>
===NTSC-U===
<pre>\Ajioka
\apploader.img
\AudioRes
\boot.dol
\CVS
\Effect
\Ending
\Event
\Game
\Iwamoto
\Kawano
\Map
\model
\Movie
\Nakamura
\opening.bnr
\system
\Ajioka\ADemo
\Ajioka\CVS
\Ajioka\ADemo\codemo01.szp
\Ajioka\ADemo\codemo02.szp
\Ajioka\ADemo\codemo03.szp
\Ajioka\ADemo\codemo04.szp
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\Ajioka\ADemo\codemo14.szp
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\Ajioka\ADemo\dotb.szp
\Ajioka\ADemo\gameboy.szp
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\Ajioka\ADemo\gbdemo03.szp
\Ajioka\ADemo\gbdemo04.szp
\Ajioka\ADemo\gbdemo05.szp
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\Ajioka\ADemo\oodemo12.szp
\Ajioka\ADemo\oodemo13.szp
\Ajioka\ADemo\oodemo14.szp
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\Ajioka\ADemo\opdn.szp
\Ajioka\ADemo\opeg.szp
\Ajioka\ADemo\opod.szp
\Ajioka\ADemo\oppm.szp
\Ajioka\ADemo\opsu.szp
\Ajioka\ADemo\opwf.szp
\Ajioka\ADemo\CVS\Entries
\Ajioka\ADemo\CVS\Repository
\Ajioka\ADemo\CVS\Root
\Ajioka\CVS\Entries
\Ajioka\CVS\Entries.Log
\Ajioka\CVS\Repository
\Ajioka\CVS\Root
\AudioRes\Banks
\AudioRes\JaiInit.aaf
\AudioRes\Seqs
\AudioRes\Stream
\AudioRes\Banks\LuiSe2_0.aw
\AudioRes\Banks\LuiSec0_0.aw
\AudioRes\Banks\LuiSec1_0.aw
\AudioRes\Banks\LuiSec2_0.aw
\AudioRes\Seqs\JaiArcS.arc
\AudioRes\Stream\TMansion.afc
\AudioRes\Stream\TMOpen.afc
\CVS\Entries
\CVS\Entries.Log
\CVS\Repository
\CVS\Root
\Effect\CVS
\Effect\door.bck
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\Nakamura\up\oba00gp2.mdl
\Nakamura\up\oba00gp3.mdl
\Nakamura\up\oba00gp4.mdl
\Nakamura\up\oba00gp5.mdl
\Nakamura\up\oba00gp6.mdl
\Nakamura\up\oba00gp7.mdl
\Nakamura\up\oba00gp8.mdl
\Nakamura\up\oba01gp0.mdl
\Nakamura\up\oba01gp1.mdl
\Nakamura\up\oba01gp2.mdl
\Nakamura\up\oba01gp3.mdl
\Nakamura\up\oba02gp0.mdl
\Nakamura\up\oba02gp1.mdl
\Nakamura\up\oba02gp2.mdl
\Nakamura\up\oba02gp3.mdl
\Nakamura\up\oba03gp0.mdl
\Nakamura\up\oba03gp1.mdl
\Nakamura\up\oba03gp2.mdl
\Nakamura\up\oba03gp3.mdl
\Nakamura\up\oba04gp0.mdl
\Nakamura\up\oba04gp1.mdl
\Nakamura\up\oba04gp2.mdl
\Nakamura\up\oba04gp3.mdl
\Nakamura\up\oba05gp0.mdl
\Nakamura\up\oba05gp1.mdl
\Nakamura\up\oba05gp2.mdl
\Nakamura\up\oba05gp3.mdl
\Nakamura\up\oba06gp0.mdl
\Nakamura\up\oba06gp1.mdl
\Nakamura\up\oba06gp2.mdl
\Nakamura\up\oba06gp3.mdl
\Nakamura\up\oba07gp0.mdl
\Nakamura\up\oba07gp1.mdl
\Nakamura\up\oba07gp2.mdl
\Nakamura\up\oba07gp3.mdl
\Nakamura\up\oba08gp0.mdl
\Nakamura\up\oba08gp1.mdl
\Nakamura\up\oba08gp2.mdl
\Nakamura\up\oba08gp3.mdl
\Nakamura\up\oba09gp0.mdl
\Nakamura\up\oba09gp1.mdl
\Nakamura\up\oba09gp2.mdl
\Nakamura\up\oba09gp3.mdl
\Nakamura\up\oba10gp0.mdl
\Nakamura\up\oba10gp1.mdl
\Nakamura\up\oba10gp2.mdl
\Nakamura\up\oba10gp3.mdl
\Nakamura\up\oba11gp0.mdl
\Nakamura\up\oba11gp1.mdl
\Nakamura\up\oba11gp2.mdl
\Nakamura\up\oba11gp3.mdl
\Nakamura\up\oba12gp0.mdl
\Nakamura\up\oba12gp1.mdl
\Nakamura\up\oba12gp2.mdl
\Nakamura\up\oba12gp3.mdl
\Nakamura\up\oba13gp0.mdl
\Nakamura\up\oba13gp1.mdl
\Nakamura\up\oba13gp2.mdl
\Nakamura\up\oba13gp3.mdl
\Nakamura\up\oba14gp0.mdl
\Nakamura\up\oba14gp1.mdl
\Nakamura\up\oba14gp2.mdl
\Nakamura\up\oba14gp3.mdl
\Nakamura\up\oba15gp0.mdl
\Nakamura\up\oba15gp1.mdl
\Nakamura\up\oba15gp2.mdl
\Nakamura\up\oba15gp3.mdl
\Nakamura\up\oba16gp0.mdl
\Nakamura\up\oba16gp1.mdl
\Nakamura\up\oba16gp2.mdl
\Nakamura\up\oba16gp3.mdl
\Nakamura\up\oba17gp0.mdl
\Nakamura\up\oba17gp1.mdl
\Nakamura\up\oba17gp2.mdl
\Nakamura\up\oba17gp3.mdl
\Nakamura\up\oba18gp0.mdl
\Nakamura\up\oba18gp1.mdl
\Nakamura\up\oba18gp2.mdl
\Nakamura\up\oba18gp3.mdl
\Nakamura\up\oba19gp0.mdl
\Nakamura\up\oba19gp1.mdl
\Nakamura\up\oba19gp2.mdl
\Nakamura\up\oba19gp3.mdl
\Nakamura\up\oba20gp0.mdl
\Nakamura\up\oba20gp1.mdl
\Nakamura\up\oba20gp2.mdl
\Nakamura\up\oba20gp3.mdl
\Nakamura\up\oba21gp0.mdl
\Nakamura\up\oba21gp1.mdl
\Nakamura\up\oba21gp2.mdl
\Nakamura\up\oba21gp3.mdl
\Nakamura\up\oba22gp0.mdl
\Nakamura\up\oba22gp1.mdl
\Nakamura\up\oba22gp2.mdl
\Nakamura\up\oba22gp3.mdl
\Nakamura\up\oba23gp0.mdl
\Nakamura\up\oba23gp1.mdl
\Nakamura\up\oba23gp2.mdl
\Nakamura\up\oba23gp3.mdl
\Nakamura\up\up_kabe.mdl
\Nakamura\up\up_kupa.mdl
\Nakamura\up\CVS\Entries
\Nakamura\up\CVS\Repository
\Nakamura\up\CVS\Root
\system\CVS
\system\system.arc
\system\CVS\Entries
\system\CVS\Repository
\system\CVS\Root
</pre>
===PAL===
<pre>
\Ajioka
\AudioRes
\boot.dol
\CVS
\Effect
\Ending
\Event
\Game
\Iwamoto
\Kawano
\Map
\model
\Movie
\Nakamura
\opening.bnr
\system
\opening.bnr
\&&systemdata\AppLoader.ldr
\&&systemdata\Game.toc
\&&systemdata\ISO.hdr
\&&systemdata\Start.dol
\Ajioka\ADemo\codemo01.szp
\Ajioka\ADemo\codemo02.szp
\Ajioka\ADemo\codemo03.szp
\Ajioka\ADemo\codemo04.szp
\Ajioka\ADemo\codemo05.szp
\Ajioka\ADemo\codemo06.szp
\Ajioka\ADemo\codemo07.szp
\Ajioka\ADemo\codemo08.szp
\Ajioka\ADemo\codemo09.szp
\Ajioka\ADemo\codemo10.szp
\Ajioka\ADemo\codemo11.szp
\Ajioka\ADemo\codemo12.szp
\Ajioka\ADemo\codemo13.szp
\Ajioka\ADemo\codemo14.szp
\Ajioka\ADemo\dodb.szp
\Ajioka\ADemo\dotb.szp
\Ajioka\ADemo\gameboy.szp
\Ajioka\ADemo\gbdemo01.szp
\Ajioka\ADemo\gbdemo02.szp
\Ajioka\ADemo\gbdemo03.szp
\Ajioka\ADemo\gbdemo04.szp
\Ajioka\ADemo\gbdemo05.szp
\Ajioka\ADemo\gbdemo06.szp
\Ajioka\ADemo\gbdemo07.szp
\Ajioka\ADemo\hodemo01.szp
\Ajioka\ADemo\hodemo02.szp
\Ajioka\ADemo\hodemo03.szp
\Ajioka\ADemo\hodemo04.szp
\Ajioka\ADemo\hodemo05.szp
\Ajioka\ADemo\hodemo06.szp
\Ajioka\ADemo\hodemo07.szp
\Ajioka\ADemo\hodemo08.szp
\Ajioka\ADemo\hodemo09.szp
\Ajioka\ADemo\hodemo10.szp
\Ajioka\ADemo\hodemo11.szp
\Ajioka\ADemo\hodemo12.szp
\Ajioka\ADemo\hodemo13.szp
\Ajioka\ADemo\hodemo14.szp
\Ajioka\ADemo\nodemo01.szp
\Ajioka\ADemo\nodemo02.szp
\Ajioka\ADemo\nodemo03.szp
\Ajioka\ADemo\nodemo04.szp
\Ajioka\ADemo\nodemo05.szp
\Ajioka\ADemo\nodemo06.szp
\Ajioka\ADemo\nodemo07.szp
\Ajioka\ADemo\nodemo08.szp
\Ajioka\ADemo\nodemo09.szp
\Ajioka\ADemo\nodemo10.szp
\Ajioka\ADemo\nodemo11.szp
\Ajioka\ADemo\nodemo12.szp
\Ajioka\ADemo\nodemo13.szp
\Ajioka\ADemo\nodemo14.szp
\Ajioka\ADemo\oodemo01.szp
\Ajioka\ADemo\oodemo02.szp
\Ajioka\ADemo\oodemo03.szp
\Ajioka\ADemo\oodemo04.szp
\Ajioka\ADemo\oodemo05.szp
\Ajioka\ADemo\oodemo06.szp
\Ajioka\ADemo\oodemo07.szp
\Ajioka\ADemo\oodemo08.szp
\Ajioka\ADemo\oodemo09.szp
\Ajioka\ADemo\oodemo10.szp
\Ajioka\ADemo\oodemo11.szp
\Ajioka\ADemo\oodemo12.szp
\Ajioka\ADemo\oodemo13.szp
\Ajioka\ADemo\oodemo14.szp
\Ajioka\ADemo\opcn.szp
\Ajioka\ADemo\opdn.szp
\Ajioka\ADemo\opeg.szp
\Ajioka\ADemo\opod.szp
\Ajioka\ADemo\oppm.szp
\Ajioka\ADemo\opsu.szp
\Ajioka\ADemo\opwf.szp
\Ajioka\ADemo\CVS\Entries
\Ajioka\ADemo\CVS\Repository
\Ajioka\ADemo\CVS\Root
\Ajioka\CVS\Entries
\Ajioka\CVS\Repository
\Ajioka\CVS\Root
\AudioRes\JaiInit.aaf
\AudioRes\Banks\LuiSe2_0.aw
\AudioRes\Banks\LuiSec0_0.aw
\AudioRes\Banks\LuiSec1_0.aw
\AudioRes\Banks\LuiSec2_0.aw
\AudioRes\Seqs\JaiArcS.arc
\AudioRes\Stream\TMansion.afc
\AudioRes\Stream\TMOpen.afc
\CVS\Entries
\CVS\Repository
\CVS\Root
\Effect\door.bck
\Effect\door.bmd
\Effect\door.key
\Effect\door.mdl
\Effect\effect.bmd
\Effect\effect.btk
\Effect\hakko.bti
\Effect\CVS\Entries
\Effect\CVS\Repository
\Effect\CVS\Root
\Ending\english.szp
\Ending\french.szp
\Ending\german.szp
\Ending\house_00.bti
\Ending\h_P00.bti
\Ending\h_P00G.bti
\Ending\h_P01.bti
\Ending\h_P01G.bti
\Ending\h_P02.bti
\Ending\h_P02G.bti
\Ending\h_P03.bti
\Ending\h_P03G.bti
\Ending\h_P04.bti
\Ending\h_P04G.bti
\Ending\h_P05.bti
\Ending\h_P05G.bti
\Ending\h_P06.bti
\Ending\h_P06G.bti
\Ending\h_P07.bti
\Ending\h_P07G.bti
\Ending\italian.szp
\Ending\japanese.szp
\Ending\luigi_b.bti
\Ending\luigi_g.bti
\Ending\luigi_V.bti
\Ending\spanish.szp
\Ending\CVS\Entries
\Ending\CVS\Repository
\Ending\CVS\Root
\Event\event00.szp
\Event\event01.szp
\Event\event02.szp
\Event\event03.szp
\Event\event04.szp
\Event\event05.szp
\Event\event06.szp
\Event\event07.szp
\Event\event08.szp
\Event\event09.szp
\Event\event10.szp
\Event\event100.szp
\Event\event101.szp
\Event\event11.szp
\Event\event12.szp
\Event\event13.szp
\Event\event14.szp
\Event\event15.szp
\Event\event16.szp
\Event\event17.szp
\Event\event18.szp
\Event\event19.szp
\Event\event20.szp
\Event\event21.szp
\Event\event22.szp
\Event\event23.szp
\Event\event24.szp
\Event\event25.szp
\Event\event26.szp
\Event\event27.szp
\Event\event28.szp
\Event\event29.szp
\Event\event30.szp
\Event\event31.szp
\Event\event32.szp
\Event\event33.szp
\Event\event34.szp
\Event\event35.szp
\Event\event36.szp
\Event\event37.szp
\Event\event38.szp
\Event\event39.szp
\Event\event40.szp
\Event\event41.szp
\Event\event42.szp
\Event\event43.szp
\Event\event44.szp
\Event\event45.szp
\Event\event46.szp
\Event\event47.szp
\Event\event48.szp
\Event\event49.szp
\Event\event50.szp
\Event\event51.szp
\Event\event52.szp
\Event\event53.szp
\Event\event54.szp
\Event\event55.szp
\Event\event56.szp
\Event\event57.szp
\Event\event58.szp
\Event\event59.szp
\Event\event60.szp
\Event\event61.szp
\Event\event62.szp
\Event\event63.szp
\Event\event64.szp
\Event\event65.szp
\Event\event66.szp
\Event\event67.szp
\Event\event68.szp
\Event\event69.szp
\Event\event70.szp
\Event\event71.szp
\Event\event72.szp
\Event\event73.szp
\Event\event74.szp
\Event\event75.szp
\Event\event76.szp
\Event\event77.szp
\Event\event78.szp
\Event\event79.szp
\Event\event80.szp
\Event\event81.szp
\Event\event82.szp
\Event\event83.szp
\Event\event84.szp
\Event\event85.szp
\Event\event86.szp
\Event\event87.szp
\Event\event88.szp
\Event\event89.szp
\Event\event90.szp
\Event\event91.szp
\Event\event92.szp
\Event\event93.szp
\Event\event94.szp
\Event\event95.szp
\Event\event96.szp
\Event\event97.szp
\Event\event98.szp
\Event\event99.szp
\Event\CVS\Entries
\Event\CVS\Repository
\Event\CVS\Root
\Game\game.szp
\Game\game_e.szp
\Game\game_f.szp
\Game\game_g.szp
\Game\game_i.szp
\Game\game_s.szp
\Game\game_usa.szp
\Game\sdata_e.arc
\Game\sdata_f.arc
\Game\sdata_g.arc
\Game\sdata_i.arc
\Game\sdata_s.arc
\Game\CVS\Entries
\Game\CVS\Repository
\Game\CVS\Root
\Iwamoto\vrball_B.szp
\Iwamoto\vrball_M.szp
\Iwamoto\vrKoopa.szp
\Iwamoto\CVS\Entries
\Iwamoto\CVS\Repository
\Iwamoto\CVS\Root
\Iwamoto\map0\test_00.bin
\Iwamoto\map0\test_01.bin
\Iwamoto\map0\test_02.bin
\Iwamoto\map0\test_03.bin
\Iwamoto\map0\CVS\Entries
\Iwamoto\map0\CVS\Repository
\Iwamoto\map0\CVS\Root
\Iwamoto\map1\hakase.arc
\Iwamoto\map1\h_01.bin
\Iwamoto\map1\h_02.bin
\Iwamoto\map1\CVS\Entries
\Iwamoto\map1\CVS\Repository
\Iwamoto\map1\CVS\Root
\Iwamoto\map10\roombed.arc
\Iwamoto\map10\CVS\Entries
\Iwamoto\map10\CVS\Repository
\Iwamoto\map10\CVS\Root
\Iwamoto\map11\beranda.arc
\Iwamoto\map11\CVS\Entries
\Iwamoto\map11\CVS\Repository
\Iwamoto\map11\CVS\Root
\Iwamoto\map12\h_02.bin
\Iwamoto\map12\CVS\Entries
\Iwamoto\map12\CVS\Repository
\Iwamoto\map12\CVS\Root
\Iwamoto\map13\tombboss.arc
\Iwamoto\map13\CVS\Entries
\Iwamoto\map13\CVS\Repository
\Iwamoto\map13\CVS\Root
\Iwamoto\map2\gidemap.szp
\Iwamoto\map2\room01A.bin
\Iwamoto\map2\room_00.arc
\Iwamoto\map2\room_01.arc
\Iwamoto\map2\room_02.arc
\Iwamoto\map2\room_03.arc
\Iwamoto\map2\room_04.arc
\Iwamoto\map2\room_05.arc
\Iwamoto\map2\room_06.arc
\Iwamoto\map2\room_07.arc
\Iwamoto\map2\room_08.arc
\Iwamoto\map2\room_09.arc
\Iwamoto\map2\room_10.arc
\Iwamoto\map2\room_11.arc
\Iwamoto\map2\room_12.arc
\Iwamoto\map2\room_13.arc
\Iwamoto\map2\room_14.arc
\Iwamoto\map2\room_15.arc
\Iwamoto\map2\room_16.arc
\Iwamoto\map2\room_17.arc
\Iwamoto\map2\room_18.arc
\Iwamoto\map2\room_19.arc
\Iwamoto\map2\room_20.arc
\Iwamoto\map2\room_21.arc
\Iwamoto\map2\room_22.arc
\Iwamoto\map2\room_23.arc
\Iwamoto\map2\room_24.arc
\Iwamoto\map2\room_25.arc
\Iwamoto\map2\room_26.arc
\Iwamoto\map2\room_27.arc
\Iwamoto\map2\room_28.arc
\Iwamoto\map2\room_28A.arc
\Iwamoto\map2\room_29.arc
\Iwamoto\map2\room_30.arc
\Iwamoto\map2\room_31.arc
\Iwamoto\map2\room_32.arc
\Iwamoto\map2\room_33.arc
\Iwamoto\map2\room_34.arc
\Iwamoto\map2\room_35.arc
\Iwamoto\map2\room_36.arc
\Iwamoto\map2\room_37.arc
\Iwamoto\map2\room_38.arc
\Iwamoto\map2\room_39.arc
\Iwamoto\map2\room_40.arc
\Iwamoto\map2\room_41.arc
\Iwamoto\map2\room_42.arc
\Iwamoto\map2\room_43.arc
\Iwamoto\map2\room_44.arc
\Iwamoto\map2\room_45.arc
\Iwamoto\map2\room_46.arc
\Iwamoto\map2\room_47.arc
\Iwamoto\map2\room_48.arc
\Iwamoto\map2\room_49.arc
\Iwamoto\map2\room_50.arc
\Iwamoto\map2\room_51.arc
\Iwamoto\map2\room_52.arc
\Iwamoto\map2\room_53.arc
\Iwamoto\map2\room_54.arc
\Iwamoto\map2\room_55.arc
\Iwamoto\map2\room_56.arc
\Iwamoto\map2\room_57.arc
\Iwamoto\map2\room_58.arc
\Iwamoto\map2\room_59.arc
\Iwamoto\map2\room_60.arc
\Iwamoto\map2\room_61.arc
\Iwamoto\map2\room_62.arc
\Iwamoto\map2\room_63.arc
\Iwamoto\map2\room_64.arc
\Iwamoto\map2\room_65.arc
\Iwamoto\map2\room_66.arc
\Iwamoto\map2\room_67.arc
\Iwamoto\map2\room_68.arc
\Iwamoto\map2\room_69.arc
\Iwamoto\map2\room_70.arc
\Iwamoto\map2\room_71.arc
\Iwamoto\map2\room_72.arc
\Iwamoto\map2\room_73.arc
\Iwamoto\map2\CVS\Entries
\Iwamoto\map2\CVS\Repository
\Iwamoto\map2\CVS\Root
\Iwamoto\map3\h_07_00.arc
\Iwamoto\map3\CVS\Entries
\Iwamoto\map3\CVS\Repository
\Iwamoto\map3\CVS\Root
\Iwamoto\map4\h_02.bin
\Iwamoto\map4\CVS\Entries
\Iwamoto\map4\CVS\Repository
\Iwamoto\map4\CVS\Root
\Iwamoto\map5\h_03_00.bin
\Iwamoto\map5\h_03_01.bin
\Iwamoto\map5\h_03_02.bin
\Iwamoto\map5\h_03_03.bin
\Iwamoto\map5\CVS\Entries
\Iwamoto\map5\CVS\Repository
\Iwamoto\map5\CVS\Root
\Iwamoto\map6\gyara_00.arc
\Iwamoto\map6\gyara_01.arc
\Iwamoto\map6\gyara_02.arc
\Iwamoto\map6\gyara_03.arc
\Iwamoto\map6\CVS\Entries
\Iwamoto\map6\CVS\Repository
\Iwamoto\map6\CVS\Root
\Iwamoto\map7\h_05_00.bin
\Iwamoto\map7\h_05_01.bin
\Iwamoto\map7\h_05_02.bin
\Iwamoto\map7\h_05_03.bin
\Iwamoto\map7\CVS\Entries
\Iwamoto\map7\CVS\Repository
\Iwamoto\map7\CVS\Root
\Iwamoto\map8\h_06_00.bin
\Iwamoto\map8\h_06_01.bin
\Iwamoto\map8\h_06_02.bin
\Iwamoto\map8\h_06_03.bin
\Iwamoto\map8\CVS\Entries
\Iwamoto\map8\CVS\Repository
\Iwamoto\map8\CVS\Root
\Iwamoto\map9\lastroof.arc
\Iwamoto\map9\CVS\Entries
\Iwamoto\map9\CVS\Repository
\Iwamoto\map9\CVS\Root
\Kawano\res_aaa1.szp
\Kawano\res_aaa2.szp
\Kawano\res_aaa3.szp
\Kawano\res_aaa4.szp
\Kawano\res_acnt.szp
\Kawano\res_cont.szp
\Kawano\res_crcl.szp
\Kawano\res_hisc.szp
\Kawano\res_kwnx.szp
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\Kawano\res_stf1.szp
\Kawano\res_stf2.szp
\Kawano\res_stf3.szp
\Kawano\res_stf4.szp
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\Kawano\CVS\Repository
\Kawano\CVS\Root
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\Kawano\e\res_slct.szp
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\Kawano\e\CVS\Repository
\Kawano\e\CVS\Root
\Kawano\ENGLISH\res_aaa1.szp
\Kawano\ENGLISH\res_aaa2.szp
\Kawano\ENGLISH\res_aaa3.szp
\Kawano\ENGLISH\res_aaa4.szp
\Kawano\ENGLISH\res_acnt.szp
\Kawano\ENGLISH\res_cont.szp
\Kawano\ENGLISH\res_save.szp
\Kawano\ENGLISH\res_slct.szp
\Kawano\ENGLISH\CVS\Entries
\Kawano\ENGLISH\CVS\Repository
\Kawano\ENGLISH\CVS\Root
\Kawano\f\res_acnt.szp
\Kawano\f\res_cont.szp
\Kawano\f\res_hisc.szp
\Kawano\f\res_save.szp
\Kawano\f\res_slct.szp
\Kawano\f\CVS\Entries
\Kawano\f\CVS\Repository
\Kawano\f\CVS\Root
\Kawano\g\res_acnt.szp
\Kawano\g\res_cont.szp
\Kawano\g\res_hisc.szp
\Kawano\g\res_save.szp
\Kawano\g\res_slct.szp
\Kawano\g\CVS\Entries
\Kawano\g\CVS\Repository
\Kawano\g\CVS\Root
\Kawano\i\res_acnt.szp
\Kawano\i\res_cont.szp
\Kawano\i\res_hisc.szp
\Kawano\i\res_save.szp
\Kawano\i\res_slct.szp
\Kawano\i\CVS\Entries
\Kawano\i\CVS\Repository
\Kawano\i\CVS\Root
\Kawano\P\res_aaa1.szp
\Kawano\P\res_aaa2.szp
\Kawano\P\res_aaa3.szp
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\Kawano\P\CVS\Entries
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\Kawano\s\CVS\Entries
\Kawano\s\CVS\Repository
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\Map\CVS\Entries
\Map\CVS\Repository
\Map\CVS\Root
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\model\bmario.szp
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\model\dog.szp
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\model\door2.szp
\model\door3.szp
\model\dummy.szp
\model\dust.szp
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\model\ed07key.szp
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\model\father.szp
\model\flag.szp
\model\gaka.szp
\model\gameboy.szp
\model\girl.szp
\model\gun.szp
\model\hcue.szp
\model\heart.szp
\model\heylance.szp
\model\heymask.szp
\model\heypo.szp
\model\htama.szp
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\model\ibox.szp
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\model\inabe.szp
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\model\isu2.szp
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\model\kere.szp
\model\key01.szp
\model\key02.szp
\model\key03.szp
\model\key04.szp
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\model\kiarm.szp
\model\kiashuk.szp
\model\kibako01.szp
\model\kibet.szp
\model\kifuta.szp
\model\kinopio.szp
\model\kisentak.szp
\model\kitv.szp
\model\kiusiro.szp
\model\kopabody.szp
\model\kopabom.szp
\model\kopahead.szp
\model\kopakage.szp
\model\kopatele.szp
\model\kun01.szp
\model\kun02.szp
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\model\marioe.szp
\model\mcap.szp
\model\mglove.szp
\model\mkinoko.szp
\model\mletter.szp
\model\moku.szp
\model\mother.szp
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\model\mshoes.szp
\model\mstar.szp
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\model\oba15g1.szp
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\model\situji.szp
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\model\tenjyo.szp
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\model\topoo.szp
\model\tubone.szp
\model\turara.szp
\model\uranai.szp
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\model\waiter.szp
\model\wpair.szp
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\model\wpwater.szp
\model\yukiyama.szp
\model\zenmai.szp
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\model\CVS\Root
\Movie\pikminS.h4m
\Movie\pikminS.h4m.us
\Nakamura\gallery.bin
\Nakamura\CVS\Entries
\Nakamura\CVS\Repository
\Nakamura\CVS\Root
\Nakamura\up\bg.bti
\Nakamura\up\bg_kupa.bti
\Nakamura\up\oba00gp0.mdl
\Nakamura\up\oba00gp1.mdl
\Nakamura\up\oba00gp2.mdl
\Nakamura\up\oba00gp3.mdl
\Nakamura\up\oba00gp4.mdl
\Nakamura\up\oba00gp5.mdl
\Nakamura\up\oba00gp6.mdl
\Nakamura\up\oba00gp7.mdl
\Nakamura\up\oba00gp8.mdl
\Nakamura\up\oba01gp0.mdl
\Nakamura\up\oba01gp1.mdl
\Nakamura\up\oba01gp2.mdl
\Nakamura\up\oba01gp3.mdl
\Nakamura\up\oba02gp0.mdl
\Nakamura\up\oba02gp1.mdl
\Nakamura\up\oba02gp2.mdl
\Nakamura\up\oba02gp3.mdl
\Nakamura\up\oba03gp0.mdl
\Nakamura\up\oba03gp1.mdl
\Nakamura\up\oba03gp2.mdl
\Nakamura\up\oba03gp3.mdl
\Nakamura\up\oba04gp0.mdl
\Nakamura\up\oba04gp1.mdl
\Nakamura\up\oba04gp2.mdl
\Nakamura\up\oba04gp3.mdl
\Nakamura\up\oba05gp0.mdl
\Nakamura\up\oba05gp1.mdl
\Nakamura\up\oba05gp2.mdl
\Nakamura\up\oba05gp3.mdl
\Nakamura\up\oba06gp0.mdl
\Nakamura\up\oba06gp1.mdl
\Nakamura\up\oba06gp2.mdl
\Nakamura\up\oba06gp3.mdl
\Nakamura\up\oba07gp0.mdl
\Nakamura\up\oba07gp1.mdl
\Nakamura\up\oba07gp2.mdl
\Nakamura\up\oba07gp3.mdl
\Nakamura\up\oba08gp0.mdl
\Nakamura\up\oba08gp1.mdl
\Nakamura\up\oba08gp2.mdl
\Nakamura\up\oba08gp3.mdl
\Nakamura\up\oba09gp0.mdl
\Nakamura\up\oba09gp1.mdl
\Nakamura\up\oba09gp2.mdl
\Nakamura\up\oba09gp3.mdl
\Nakamura\up\oba10gp0.mdl
\Nakamura\up\oba10gp1.mdl
\Nakamura\up\oba10gp2.mdl
\Nakamura\up\oba10gp3.mdl
\Nakamura\up\oba11gp0.mdl
\Nakamura\up\oba11gp1.mdl
\Nakamura\up\oba11gp2.mdl
\Nakamura\up\oba11gp3.mdl
\Nakamura\up\oba12gp0.mdl
\Nakamura\up\oba12gp1.mdl
\Nakamura\up\oba12gp2.mdl
\Nakamura\up\oba12gp3.mdl
\Nakamura\up\oba13gp0.mdl
\Nakamura\up\oba13gp1.mdl
\Nakamura\up\oba13gp2.mdl
\Nakamura\up\oba13gp3.mdl
\Nakamura\up\oba14gp0.mdl
\Nakamura\up\oba14gp1.mdl
\Nakamura\up\oba14gp2.mdl
\Nakamura\up\oba14gp3.mdl
\Nakamura\up\oba15gp0.mdl
\Nakamura\up\oba15gp1.mdl
\Nakamura\up\oba15gp2.mdl
\Nakamura\up\oba15gp3.mdl
\Nakamura\up\oba16gp0.mdl
\Nakamura\up\oba16gp1.mdl
\Nakamura\up\oba16gp2.mdl
\Nakamura\up\oba16gp3.mdl
\Nakamura\up\oba17gp0.mdl
\Nakamura\up\oba17gp1.mdl
\Nakamura\up\oba17gp2.mdl
\Nakamura\up\oba17gp3.mdl
\Nakamura\up\oba18gp0.mdl
\Nakamura\up\oba18gp1.mdl
\Nakamura\up\oba18gp2.mdl
\Nakamura\up\oba18gp3.mdl
\Nakamura\up\oba19gp0.mdl
\Nakamura\up\oba19gp1.mdl
\Nakamura\up\oba19gp2.mdl
\Nakamura\up\oba19gp3.mdl
\Nakamura\up\oba20gp0.mdl
\Nakamura\up\oba20gp1.mdl
\Nakamura\up\oba20gp2.mdl
\Nakamura\up\oba20gp3.mdl
\Nakamura\up\oba21gp0.mdl
\Nakamura\up\oba21gp1.mdl
\Nakamura\up\oba21gp2.mdl
\Nakamura\up\oba21gp3.mdl
\Nakamura\up\oba22gp0.mdl
\Nakamura\up\oba22gp1.mdl
\Nakamura\up\oba22gp2.mdl
\Nakamura\up\oba22gp3.mdl
\Nakamura\up\oba23gp0.mdl
\Nakamura\up\oba23gp1.mdl
\Nakamura\up\oba23gp2.mdl
\Nakamura\up\oba23gp3.mdl
\Nakamura\up\up_kabe.mdl
\Nakamura\up\up_kupa.mdl
\Nakamura\up\CVS\Entries
\Nakamura\up\CVS\Repository
\Nakamura\up\CVS\Root
\system\system.arc
\system\CVS\Entries
\system\CVS\Repository
\system\CVS\Root
</pre>
[[Category:Luigi's Mansion Hacking]]
et028v7t4y6vmhgd0ia53yp936papuc
Luigi's Mansion 3D
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Luigim1 moved page [[Luigi's Mansion 3D]] to [[Luigi's Mansion 3DS]]
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#REDIRECT [[Luigi's Mansion 3DS]]
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Luigi's Mansion 3DS
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{{Game
|title = Luigi's Mansion 3DS
|image = [[Image:Luigis Mansion-3DS_Titlescreen.png|center|320px]]
|icon = [[Image:Luigis Mansion-3DS_Icon48.png|left]] [[Image:Luigis Mansion-3DS_Icon24.png]]
|game = Luigi's Mansion<br />ルイージマンション<br />루이지맨션
|developer = Grezzo<br />Nintendo
|gameid = JAP: <br>USA: 00040000001D1900<br>EUR: 00040000001D1A00<br>KOR: <br>
|released = JAP: November 8, 2018<br />USA: October 12, 2018<br />EUR: October 19, 2018<br />KOR: November 8, 2018
|versions = JAP: CTR-BGNJ<br>USA: CTR-BGNE<br>EUR: CTR-BGNP<br>KOR: CTR-BGNK<br>
|isoromsize = JAP: <br>USA: 221.46 MB [1772 blocks]<br>EUR: 227.92 MB [1823 blocks]<br>KOR: <br>
|system = Nintendo 3DS
|projectid = GreenCube
}}
This is a remake of the Nintendo GameCube launch title '''Luigi's Mansion''' for the Nintendo 3DS. There isn't anything new other than the new co-op local multiplayer and new amiibo treats. <br />Didn't we mention E. Gadd renovated the Gallery?
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==Cutscenes==
{{subpage|Dialog Colors|text=|}}
{{subpage|BEV Format|text=|}}
{{subpage|Dialog Button Icon List|text=|}}
==Models==
{{subpage|Model Archive List|text=|}}
{{subpage|Model Formats|text=|}}
{{subpage|Map Models List|text=|}}
==Archive==
{{subpage|GAR|text=|}}
==Audio==
{{subpage|Audio Streams Format (BCSTM)|text=|}}
==Formats==
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Luigi's Mansion 3DS:Docs/Dialog Button Icon List
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Created page with "<pre>Button Icons 1 & Below - A 2 - B 3 - X 4 - Y 5 - L 6 - R 7 - ZL 8 - ZR 9 - DPAD (Empty) 10 - DPAD (Dot top & bottom) 11 - DPAD (Dot right & left) 12 - Circle Pad 13 - St..."
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<pre>Button Icons
1 & Below - A
2 - B
3 - X
4 - Y
5 - L
6 - R
7 - ZL
8 - ZR
9 - DPAD (Empty)
10 - DPAD (Dot top & bottom)
11 - DPAD (Dot right & left)
12 - Circle Pad
13 - Start
14 - Home
14 - EMPTY
Values below 1 use the A button icon. Values above 14 is empty.</pre>
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Luigi's Mansion 3DS:Docs/Dialog Colors
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Created page with "<pre>Dialog Colors 0 - White 1 - Bright Green 2 - Red 3 - Orange 4 - Dark Green 5 - Purple 6 - Black Rest is black.</pre>"
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<pre>Dialog Colors
0 - White
1 - Bright Green
2 - Red
3 - Orange
4 - Dark Green
5 - Purple
6 - Black
Rest is black.</pre>
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===GAR (Grezzo Archive) ===
====The format can be fully extracted and repacked.====
Grezzo's Archive format, uses the <tt>.gar</tt> filename extension. For the 3DS remake, v5 of the format is used.
A <tt>.gar</tt> extractor and packer for it. It is available [https://github.com/Gota7/Green-Eclipse/ here] .
===Format Information===
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Luigi's Mansion 3DS:ROM map
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/* North America */
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[[Category:LM_Hacking_Information_and_Documentation]]
=THIS IS A WIP=
==Luigi's Mansion 2 Filesystem Map==
{| class="wikitable"
|-
! Item
! Content
|-
| 📂 <tt>art</tt> || General files?
|-
| 📂 <tt>gameplayconfigfiles</tt> || Gameplay configuration files?
|-
| 📂 <tt>ini</tt> || Configuration files
|-
| 📂 <tt>materials</tt> || ???
|-
|}
==Folder contents==
===<tt>📂 art</tt>===
{| class="wikitable"
|-
! Item
! Content
|-
| 📂 <tt>effects</tt> || Effects?
|-
| 📂 <tt>fe</tt> || HUD?
|-
| 📂 <tt>feghosts</tt> || Ghost Models
|-
| 📂 <tt>levels</tt> || Missions?
|-
| 📂 <tt>streetpass</tt> || Scarescraper Ghost Models
|-
| 📂 <tt>tweaker</tt> || Debug menu/settings?
|-
| 📂 <tt>wwiseaudio</tt> || Audio
|-
| 📄 <tt>flow.data</tt> ||
|-
| 📄 <tt>flow.dict</tt> ||
|-
| 📄 <tt>global.data</tt> ||
|-
| 📄 <tt>global.dict</tt> ||
|-
| 📄 <tt>flow.data</tt> ||
|-
| 📄 <tt>multiplayerassets.data</tt> ||
|-
| 📄 <tt>multiplayerassets.dict</tt> ||
|-
|}
===<tt>📂 gameplayconfigfiles</tt>===
{| class="wikitable"
|-
! Item
! Content
|-
| 📂 <tt>Banks</tt> || Sound banks
|-
| 📂 <tt>Seqs</tt> || Sound Sequences
|-
|    📄 <tt>JaiArcS.arc</tt>||
|-
| 📂 <tt>Stream</tt> || Audio streams
|-
| 📄 JaiInit.aaf</tt> || Audio Indexer list
|}
===<tt>📂 ini</tt>===
{| class="wikitable"
|-
! Item
! Content
|-
| 📄 <tt>[[buildinfo.ini]]</tt> || Build Date
|-
| 📄 <tt>[[releasetweakerfilter.txt]]</tt> || Development and debugging software settings?
|-
| 📄 <tt>[[rominfo.ini]]</tt> || Game serial and the unique ID.
|-
| 📄 <tt>[[user.ini]]</tt> || Debug flags?
|}
===<tt>📂 materials</tt>===
{| class="wikitable"
|-
! Item
! Content
|-
| 📄 <tt>[[Dump: material_new.data|material_new.data]]</tt> ||
|-
| 📄 <tt>material_new.dict</tt> ||
|-
|}
{{source|luigim1, Professor Renderer|Research}}
==Complete File Directory==
===Japan===
===North America===
<pre>
+---database
| db_common.gar
|
+---data_sel
| k_select.gar
| optdemo1.gar
| select.gar
|
+---demo
| codemo01.gar
| codemo02.gar
| codemo03.gar
| codemo04.gar
| codemo09.gar
| codemo10.gar
| codemo11.gar
| codemo12.gar
| codemo13.gar
| codemo14.gar
| dodb.gar
| dotb.gar
| gbdemo01.gar
| gbdemo02.gar
| gbdemo03.gar
| gbdemo04.gar
| gbdemo05.gar
| gbdemo06.gar
| gbdemo07.gar
| hodemo01.gar
| hodemo02.gar
| hodemo03.gar
| hodemo04.gar
| hodemo09.gar
| hodemo10.gar
| hodemo11.gar
| hodemo12.gar
| hodemo13.gar
| hodemo14.gar
| nodemo01.gar
| nodemo02.gar
| nodemo03.gar
| nodemo04.gar
| nodemo09.gar
| nodemo10.gar
| nodemo11.gar
| nodemo12.gar
| nodemo13.gar
| nodemo14.gar
| oodemo01.gar
| oodemo02.gar
| oodemo03.gar
| oodemo04.gar
| oodemo09.gar
| oodemo10.gar
| oodemo11.gar
| oodemo12.gar
| oodemo13.gar
| oodemo14.gar
| opcn.gar
| opdn.gar
| opeg.gar
| opod.gar
| oppm.gar
| opsu.gar
| opwf.gar
|
+---effect
| effect_mdl.gar
| effect_p.gar
| effect_p_vram.gar
|
+---ending
| ed_mansion.gar
| ed_mansion_a.gar
| ed_mansion_b.gar
| ed_mansion_c.gar
| ed_mansion_d.gar
| ed_mansion_e.gar
| ed_mansion_f.gar
| ed_mansion_g.gar
| ed_mansion_h.gar
| ed_mansion_s.gar
| ed_staffroll.gar
| ed_zoom.gar
|
+---event
| | event00.gar
| | event01.gar
| | event02.gar
| | event03.gar
| | event04.gar
| | event05.gar
| | event06.gar
| | event07.gar
| | event08.gar
| | event09.gar
| | event10.gar
| | event100.gar
| | event101.gar
| | event102.gar
| | event103.gar
| | event104.gar
| | event105.gar
| | event106.gar
| | event107.gar
| | event108.gar
| | event109.gar
| | event11.gar
| | event110.gar
| | event111.gar
| | event112.gar
| | event113.gar
| | event12.gar
| | event13.gar
| | event14.gar
| | event15.gar
| | event16.gar
| | event17.gar
| | event18.gar
| | event19.gar
| | event20.gar
| | event21.gar
| | event22.gar
| | event23.gar
| | event24.gar
| | event25.gar
| | event26.gar
| | event27.gar
| | event28.gar
| | event29.gar
| | event30.gar
| | event31.gar
| | event32.gar
| | event33.gar
| | event34.gar
| | event35.gar
| | event36.gar
| | event37.gar
| | event38.gar
| | event39.gar
| | event40.gar
| | event41.gar
| | event42.gar
| | event43.gar
| | event44.gar
| | event45.gar
| | event46.gar
| | event47.gar
| | event48.gar
| | event49.gar
| | event50.gar
| | event51.gar
| | event52.gar
| | event53.gar
| | event54.gar
| | event55.gar
| | event56.gar
| | event57.gar
| | event58.gar
| | event59.gar
| | event60.gar
| | event61.gar
| | event62.gar
| | event63.gar
| | event64.gar
| | event65.gar
| | event66.gar
| | event67.gar
| | event68.gar
| | event69.gar
| | event70.gar
| | event71.gar
| | event72.gar
| | event73.gar
| | event74.gar
| | event75.gar
| | event76.gar
| | event77.gar
| | event78.gar
| | event79.gar
| | event80.gar
| | event81.gar
| | event82.gar
| | event83.gar
| | event84.gar
| | event85.gar
| | event86.gar
| | event87.gar
| | event88.gar
| | event89.gar
| | event90.gar
| | event91.gar
| | event92.gar
| | event93.gar
| | event94.gar
| | event95.gar
| | event96.gar
| | event97.gar
| | event98.gar
| | event99.gar
| |
| \---event53
| event53
|
+---gallery
| oba01g.gar
| oba02g.gar
| oba03g.gar
| oba04g.gar
| oba05g.gar
| oba06g.gar
| oba07g.gar
| oba08g.gar
| oba09g.gar
| oba10g.gar
| oba11g.gar
| oba12g.gar
| oba13g.gar
| oba14g.gar
| oba15g.gar
| oba16g.gar
| oba17g.gar
| oba18g.gar
| oba19g.gar
| oba20g.gar
| oba21g.gar
| oba22g.gar
| oba23g.gar
| PictureOfGallery.gar
|
+---map
| map01.gar
| map02.gar
| map02u.gar
| map03.gar
| map04.gar
| map05.gar
| map09.gar
| map10.gar
| map11.gar
| map12.gar
| map13.gar
|
+---mapmdl
| +---door
| | +---door_01
| | | door_01.gar
| | |
| | +---door_02
| | | door_02.gar
| | |
| | +---door_03
| | | door_03.gar
| | |
| | +---door_04
| | | door_04.gar
| | |
| | +---door_09
| | | door_09.gar
| | |
| | +---door_10
| | | door_10.gar
| | |
| | +---door_11
| | | door_11.gar
| | |
| | +---door_12
| | | door_12.gar
| | |
| | +---door_13
| | | door_13.gar
| | |
| | +---door_14
| | | door_14.gar
| | |
| | +---door_15
| | | door_15.gar
| | |
| | \---door_16
| | door_16.gar
| |
| +---map1
| | room_00.gar
| |
| +---map10
| | room_00.gar
| |
| +---map11
| | room_00.gar
| |
| +---map12
| | room_00.gar
| |
| +---map13
| | room_00.gar
| |
| +---map2
| | room_00.gar
| | room_00_cloth.gar
| | room_01.gar
| | room_02.gar
| | room_02_cloth.gar
| | room_03.gar
| | room_04.gar
| | room_05.gar
| | room_05_cloth.gar
| | room_06.gar
| | room_07.gar
| | room_08.gar
| | room_08_cloth.gar
| | room_09.gar
| | room_09_cloth.gar
| | room_10.gar
| | room_11.gar
| | room_12.gar
| | room_13.gar
| | room_13_cloth.gar
| | room_14.gar
| | room_14_cloth.gar
| | room_15.gar
| | room_16.gar
| | room_17.gar
| | room_17_cloth.gar
| | room_18.gar
| | room_19.gar
| | room_20.gar
| | room_20_cloth.gar
| | room_21.gar
| | room_21_cloth.gar
| | room_22.gar
| | room_23.gar
| | room_23_cloth.gar
| | room_24.gar
| | room_25.gar
| | room_25_cloth.gar
| | room_26.gar
| | room_27.gar
| | room_27_cloth.gar
| | room_28.gar
| | room_28A.gar
| | room_28A_cloth.gar
| | room_28_cloth.gar
| | room_29.gar
| | room_30.gar
| | room_31.gar
| | room_32.gar
| | room_33.gar
| | room_33_cloth.gar
| | room_34.gar
| | room_35.gar
| | room_35_cloth.gar
| | room_36.gar
| | room_36_cloth.gar
| | room_37.gar
| | room_38.gar
| | room_39.gar
| | room_40.gar
| | room_41.gar
| | room_42.gar
| | room_42_cloth.gar
| | room_43.gar
| | room_44.gar
| | room_45.gar
| | room_45_cloth.gar
| | room_46.gar
| | room_46_cloth.gar
| | room_47.gar
| | room_47_cloth.gar
| | room_48.gar
| | room_48_cloth.gar
| | room_49.gar
| | room_50.gar
| | room_50_cloth.gar
| | room_51.gar
| | room_52.gar
| | room_53.gar
| | room_54.gar
| | room_55.gar
| | room_56.gar
| | room_57.gar
| | room_58.gar
| | room_59.gar
| | room_60.gar
| | room_61.gar
| | room_62.gar
| | room_63.gar
| | room_64.gar
| | room_65.gar
| | room_66.gar
| | room_67.gar
| | room_67_cloth.gar
| | room_68.gar
| | room_69.gar
| | room_70.gar
| | room_71.gar
| | room_72.gar
| | room_73.gar
| |
| +---map3
| | room_00.gar
| |
| +---map4
| | room_00.gar
| |
| +---map5
| | room_00.gar
| | room_01.gar
| | room_02.gar
| | room_03.gar
| |
| \---map9
| room_00.gar
|
+---model
| baby.gar
| babyball.gar
| banana.gar
| banaoba.gar
| barbell.gar
| bat.gar
| bball.gar
| bfire.gar
| blossom.gar
| bomb.gar
| bomb2.gar
| bone.gar
| boy.gar
| bshadow.gar
| builder.gar
| candle.gar
| car.gar
| cartridge.gar
| chaser.gar
| dancer.gar
| dancer2.gar
| demobak1.gar
| denwa.gar
| dhakase.gar
| dhakase2.gar
| dkikai.gar
| dkoppa.gar
| dluige01.gar
| dluige02.gar
| dluige03.gar
| dog.gar
| doll.gar
| door.gar
| door2.gar
| door3.gar
| dummy2.gar
| dust.gar
| dwaku.gar
| eater.gar
| ed07key.gar
| edarm.gar
| edashuk.gar
| edbet.gar
| edfuta.gar
| edsentak.gar
| edtv.gar
| edusiro.gar
| fat.gar
| father.gar
| fhakase.gar
| gaka.gar
| gameboy.gar
| gel_2p.gar
| girl.gar
| gold_bone.gar
| gun.gar
| handlight_charge.gar
| handlight_ef.gar
| handlight_ef_result.gar
| handlight_flash.gar
| handlight_flash_half.gar
| hcue.gar
| heart.gar
| heylance.gar
| heymask.gar
| heypo.gar
| htama.gar
| hustler.gar
| ibook.gar
| ibox.gar
| ifly.gar
| ikuma.gar
| inabe.gar
| interact.gar
| iphone.gar
| isu.gar
| isu02.gar
| kareki.gar
| kere.gar
| key01.gar
| key02.gar
| key03.gar
| key04.gar
| key05.gar
| kiarm.gar
| kiashuk.gar
| kibet.gar
| kifuta.gar
| kinopio.gar
| kisentak.gar
| kitv.gar
| kiusiro.gar
| kopabody.gar
| kopabom.gar
| kopahead.gar
| kopakage.gar
| kopatele.gar
| leaf.gar
| lohakase.gar
| ltelesa.gar
| luige.gar
| luige_2p.gar
| luige_head.gar
| marioe.gar
| mcap.gar
| mglove.gar
| mkinoko.gar
| mletter.gar
| moku.gar
| money.gar
| mother.gar
| mphand.gar
| mshoes.gar
| mstar.gar
| namida.gar
| nut.gar
| oba00g1.gar
| oba00n.gar
| oba01g1.gar
| oba01g2.gar
| oba01g3.gar
| oba01g4.gar
| oba01n.gar
| oba02g1.gar
| oba02g2.gar
| oba02g3.gar
| oba02g4.gar
| oba03g1.gar
| oba03g2.gar
| oba03g3.gar
| oba03g4.gar
| oba04g1.gar
| oba04g2.gar
| oba04g3.gar
| oba04g4.gar
| oba05g1.gar
| oba05g2.gar
| oba05g3.gar
| oba05g4.gar
| oba06g1.gar
| oba06g2.gar
| oba06g3.gar
| oba06g4.gar
| oba07g1.gar
| oba07g2.gar
| oba07g3.gar
| oba07g4.gar
| oba08g1.gar
| oba08g2.gar
| oba08g3.gar
| oba08g4.gar
| oba09g1.gar
| oba09g2.gar
| oba09g3.gar
| oba09g4.gar
| oba10g1.gar
| oba10g2.gar
| oba10g3.gar
| oba10g4.gar
| oba11g1.gar
| oba11g2.gar
| oba11g3.gar
| oba11g4.gar
| oba12g1.gar
| oba12g2.gar
| oba12g3.gar
| oba12g4.gar
| oba13g1.gar
| oba13g2.gar
| oba13g3.gar
| oba13g4.gar
| oba14g1.gar
| oba14g2.gar
| oba14g3.gar
| oba14g4.gar
| oba15g1.gar
| oba15g2.gar
| oba15g3.gar
| oba15g4.gar
| oba16g1.gar
| oba16g2.gar
| oba16g3.gar
| oba16g4.gar
| oba17g1.gar
| oba17g2.gar
| oba17g3.gar
| oba17g4.gar
| oba18g1.gar
| oba18g2.gar
| oba18g3.gar
| oba18g4.gar
| oba19g1.gar
| oba19g2.gar
| oba19g3.gar
| oba19g4.gar
| oba20g1.gar
| oba20g2.gar
| oba20g3.gar
| oba20g4.gar
| oba21g1.gar
| oba21g2.gar
| oba21g3.gar
| oba21g4.gar
| oba22g1.gar
| oba22g2.gar
| oba22g3.gar
| oba22g4.gar
| oba23g1.gar
| oba23g2.gar
| oba23g3.gar
| oba23g4.gar
| oba23n.gar
| obaasan.gar
| obake01.gar
| obake02.gar
| obake03.gar
| obake04.gar
| obasoul.gar
| odoor1.gar
| odoor2.gar
| odoor3.gar
| odoor4.gar
| odoor5.gar
| odoor6.gar
| oere.gar
| okami1.gar
| okeito1.gar
| op_bighand.gar
| otobira.gar
| otub1.gar
| otub2.gar
| otub3.gar
| otub4.gar
| otub5.gar
| oufo1.gar
| oufo2.gar
| pianist.gar
| piero1.gar
| piero2.gar
| pillar.gar
| pipe.gar
| pipe_2p.gar
| plane.gar
| poo.gar
| r70_art_mario.gar
| rat.gar
| scan.gar
| seed.gar
| shower.gar
| situji.gar
| skinoko.gar
| skul.gar
| star.gar
| suikom_new1.gar
| tabemono.gar
| takara1.gar
| telball.gar
| telesa.gar
| telesa2.gar
| telesa3.gar
| tenjyo.gar
| tomato.gar
| topoo.gar
| trophy.gar
| tubone.gar
| turara.gar
| uranai.gar
| vbody.gar
| vbody_2p.gar
| vhead.gar
| vhead_2p.gar
| waiter.gar
| warp.gar
| yukiyama.gar
| zenmai.gar
|
+---Region_US
| | ending.gzf
| | location.gzf
| | main.gzf
| | matching.gzf
| |
| +---English
| | main.gmsg
| | UICommon.gar
| | UIEnding.gar
| | UIIntro.gar
| | UILabo.gar
| | UIMansion.gar
| | UIResult.gar
| | UITitle.gar
| | UITraning.gar
| |
| +---French
| | main.gmsg
| | UICommon.gar
| | UIEnding.gar
| | UIIntro.gar
| | UILabo.gar
| | UIMansion.gar
| | UIResult.gar
| | UITitle.gar
| | UITraning.gar
| |
| \---Spanish
| main.gmsg
| UICommon.gar
| UIEnding.gar
| UIIntro.gar
| UILabo.gar
| UIMansion.gar
| UIResult.gar
| UITitle.gar
| UITraning.gar
|
+---shaders
| DebugShader.shbin
| DummyShader.shbin
| GzwShader.shbin
| LineShader.shbin
| SpriteShader.shbin
|
+---sound
| | GreenCube.bcsar
| |
| \---stream
| GC_SE_CHASER_32k.dspadpcm.bcstm
| JA_BGM_NEW_DANCEHALL_32k.dspadpcm.bcstm
| JA_BGM_NEW_EVENT_BATTLE_32k.dspadpcm.bcstm
| JA_BGM_NEW_EVENT_GAME_32k.dspadpcm.bcstm
| JA_BGM_NEW_FISHING_EVENT_32k.dspadpcm.bcstm
| JA_BGM_NEW_FISHING_ZAKO_32k.dspadpcm.bcstm
| JA_BGM_NEW_FISHING_ZAKO_lp_32k.dspadpcm.bcstm
| JA_BGM_NEW_HEYHOO.dspadpcm.bcstm
| JA_BGM_NEW_HEYHOO_32k.dspadpcm.bcstm
| JA_BGM_NEW_PIANIST_BATTLE_32k.dspadpcm.bcstm
| JA_BGM_NEW_STAFFROLL_32k.dspadpcm.bcstm
| JA_BGM_OP_TO_MANSION_32k.dspadpcm.bcstm
| JA_BGM_OP_TO_MANSION_44k.dspadpcm.bcstm
| JA_BGM_TRAINING01_DUM_32k.dspadpcm.bcstm
| JA_BGM_TRAINING01_DUM_lp.dspadpcm.bcstm
| JA_STRM_GUI_APPEAR.dspadpcm.bcstm
| JA_STRM_GUI_APPEAR_32k.dspadpcm.bcstm
| JA_STRM_GUI_APPEAR_48k.dspadpcm.bcstm
| LM2_Ringtone_32k.dspadpcm.bcstm
| STRM_TO_MANSION_32K.dspadpcm.bcstm
|
+---system
| system_keep.gar
|
+---title
| title_mansion.gar
|
+---ui
| UIIconGBHDialog.gar
| UIIconGhostPicture.gar
| UIUniversalCommon.gar
|
\---vrbox
vrball_b.gar
vrball_j.gar
vrball_m.gar
vrkoopa.gar
</pre>
<pre>
\database\db_common.gar
\data_sel\Garta-7 Extractor.exe
\data_sel\Garta-7 Packer.exe
\data_sel\k_select.gar
\data_sel\optdemo1.gar
\data_sel\select.gar
\demo\codemo01.gar
\demo\codemo02.gar
\demo\codemo03.gar
\demo\codemo04.gar
\demo\codemo09.gar
\demo\codemo10.gar
\demo\codemo11.gar
\demo\codemo12.gar
\demo\codemo13.gar
\demo\codemo14.gar
\demo\dodb.gar
\demo\dotb.gar
\demo\gbdemo01.gar
\demo\gbdemo02.gar
\demo\gbdemo03.gar
\demo\gbdemo04.gar
\demo\gbdemo05.gar
\demo\gbdemo06.gar
\demo\gbdemo07.gar
\demo\hodemo01.gar
\demo\hodemo02.gar
\demo\hodemo03.gar
\demo\hodemo04.gar
\demo\hodemo09.gar
\demo\hodemo10.gar
\demo\hodemo11.gar
\demo\hodemo12.gar
\demo\hodemo13.gar
\demo\hodemo14.gar
\demo\nodemo01.gar
\demo\nodemo02.gar
\demo\nodemo03.gar
\demo\nodemo04.gar
\demo\nodemo09.gar
\demo\nodemo10.gar
\demo\nodemo11.gar
\demo\nodemo12.gar
\demo\nodemo13.gar
\demo\nodemo14.gar
\demo\oodemo01.gar
\demo\oodemo02.gar
\demo\oodemo03.gar
\demo\oodemo04.gar
\demo\oodemo09.gar
\demo\oodemo10.gar
\demo\oodemo11.gar
\demo\oodemo12.gar
\demo\oodemo13.gar
\demo\oodemo14.gar
\demo\opcn.gar
\demo\opdn.gar
\demo\opeg.gar
\demo\opod.gar
\demo\oppm.gar
\demo\opsu.gar
\demo\opwf.gar
\effect\effect_mdl.gar
\effect\effect_p.gar
\effect\effect_p_vram.gar
\ending\ed_mansion.gar
\ending\ed_mansion_a.gar
\ending\ed_mansion_b.gar
\ending\ed_mansion_c.gar
\ending\ed_mansion_d.gar
\ending\ed_mansion_e.gar
\ending\ed_mansion_f.gar
\ending\ed_mansion_g.gar
\ending\ed_mansion_h.gar
\ending\ed_mansion_s.gar
\ending\ed_staffroll.gar
\ending\ed_zoom.gar
\event\event00.gar
\event\event01.gar
\event\event02.gar
\event\event03.gar
\event\event04.gar
\event\event05.gar
\event\event06.gar
\event\event07.gar
\event\event08.gar
\event\event09.gar
\event\event10.gar
\event\event100.gar
\event\event101.gar
\event\event102.gar
\event\event103.gar
\event\event104.gar
\event\event105.gar
\event\event106.gar
\event\event107.gar
\event\event108.gar
\event\event109.gar
\event\event11.gar
\event\event110.gar
\event\event111.gar
\event\event112.gar
\event\event113.gar
\event\event12.gar
\event\event13.gar
\event\event14.gar
\event\event15.gar
\event\event16.gar
\event\event17.gar
\event\event18.gar
\event\event19.gar
\event\event20.gar
\event\event21.gar
\event\event22.gar
\event\event23.gar
\event\event24.gar
\event\event25.gar
\event\event26.gar
\event\event27.gar
\event\event28.gar
\event\event29.gar
\event\event30.gar
\event\event31.gar
\event\event32.gar
\event\event33.gar
\event\event34.gar
\event\event35.gar
\event\event36.gar
\event\event37.gar
\event\event38.gar
\event\event39.gar
\event\event40.gar
\event\event41.gar
\event\event42.gar
\event\event43.gar
\event\event44.gar
\event\event45.gar
\event\event46.gar
\event\event47.gar
\event\event48.gar
\event\event49.gar
\event\event50.gar
\event\event51.gar
\event\event52.gar
\event\event53.gar
\event\event54.gar
\event\event55.gar
\event\event56.gar
\event\event57.gar
\event\event58.gar
\event\event59.gar
\event\event60.gar
\event\event61.gar
\event\event62.gar
\event\event63.gar
\event\event64.gar
\event\event65.gar
\event\event66.gar
\event\event67.gar
\event\event68.gar
\event\event69.gar
\event\event70.gar
\event\event71.gar
\event\event72.gar
\event\event73.gar
\event\event74.gar
\event\event75.gar
\event\event76.gar
\event\event77.gar
\event\event78.gar
\event\event79.gar
\event\event80.gar
\event\event81.gar
\event\event82.gar
\event\event83.gar
\event\event84.gar
\event\event85.gar
\event\event86.gar
\event\event87.gar
\event\event88.gar
\event\event89.gar
\event\event90.gar
\event\event91.gar
\event\event92.gar
\event\event93.gar
\event\event94.gar
\event\event95.gar
\event\event96.gar
\event\event97.gar
\event\event98.gar
\event\event99.gar
\event\garE.exe
\event\event53\event53
\gallery\oba01g.gar
\gallery\oba02g.gar
\gallery\oba03g.gar
\gallery\oba04g.gar
\gallery\oba05g.gar
\gallery\oba06g.gar
\gallery\oba07g.gar
\gallery\oba08g.gar
\gallery\oba09g.gar
\gallery\oba10g.gar
\gallery\oba11g.gar
\gallery\oba12g.gar
\gallery\oba13g.gar
\gallery\oba14g.gar
\gallery\oba15g.gar
\gallery\oba16g.gar
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\model\ibook.gar
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\model\leaf.gar
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\model\mglove.gar
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\model\obasoul.gar
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\model\odoor5.gar
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\model\vhead.gar
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\model\waiter.gar
\model\warp.gar
\model\yukiyama.gar
\model\zenmai.gar
\Region_US\ending.gzf
\Region_US\location.gzf
\Region_US\main.gzf
\Region_US\matching.gzf
\Region_US\English\main.gmsg
\Region_US\English\UICommon.gar
\Region_US\English\UIEnding.gar
\Region_US\English\UIIntro.gar
\Region_US\English\UILabo.gar
\Region_US\English\UIMansion.gar
\Region_US\English\UIResult.gar
\Region_US\English\UITitle.gar
\Region_US\English\UITraning.gar
\Region_US\French\main.gmsg
\Region_US\French\UICommon.gar
\Region_US\French\UIEnding.gar
\Region_US\French\UIIntro.gar
\Region_US\French\UILabo.gar
\Region_US\French\UIMansion.gar
\Region_US\French\UIResult.gar
\Region_US\French\UITitle.gar
\Region_US\French\UITraning.gar
\Region_US\Spanish\main.gmsg
\Region_US\Spanish\UICommon.gar
\Region_US\Spanish\UIEnding.gar
\Region_US\Spanish\UIIntro.gar
\Region_US\Spanish\UILabo.gar
\Region_US\Spanish\UIMansion.gar
\Region_US\Spanish\UIResult.gar
\Region_US\Spanish\UITitle.gar
\Region_US\Spanish\UITraning.gar
\shaders\DebugShader.shbin
\shaders\DummyShader.shbin
\shaders\GzwShader.shbin
\shaders\LineShader.shbin
\shaders\SpriteShader.shbin
\sound\GreenCube.bcsar
\sound\stream\GC_SE_CHASER_32k.dspadpcm.bcstm
\sound\stream\JA_BGM_NEW_DANCEHALL_32k.dspadpcm.bcstm
\sound\stream\JA_BGM_NEW_EVENT_BATTLE_32k.dspadpcm.bcstm
\sound\stream\JA_BGM_NEW_EVENT_GAME_32k.dspadpcm.bcstm
\sound\stream\JA_BGM_NEW_FISHING_EVENT_32k.dspadpcm.bcstm
\sound\stream\JA_BGM_NEW_FISHING_ZAKO_32k.dspadpcm.bcstm
\sound\stream\JA_BGM_NEW_FISHING_ZAKO_lp_32k.dspadpcm.bcstm
\sound\stream\JA_BGM_NEW_HEYHOO.dspadpcm.bcstm
\sound\stream\JA_BGM_NEW_HEYHOO_32k.dspadpcm.bcstm
\sound\stream\JA_BGM_NEW_PIANIST_BATTLE_32k.dspadpcm.bcstm
\sound\stream\JA_BGM_NEW_STAFFROLL_32k.dspadpcm.bcstm
\sound\stream\JA_BGM_OP_TO_MANSION_32k.dspadpcm.bcstm
\sound\stream\JA_BGM_OP_TO_MANSION_44k.dspadpcm.bcstm
\sound\stream\JA_BGM_TRAINING01_DUM_32k.dspadpcm.bcstm
\sound\stream\JA_BGM_TRAINING01_DUM_lp.dspadpcm.bcstm
\sound\stream\JA_STRM_GUI_APPEAR.dspadpcm.bcstm
\sound\stream\JA_STRM_GUI_APPEAR_32k.dspadpcm.bcstm
\sound\stream\JA_STRM_GUI_APPEAR_48k.dspadpcm.bcstm
\sound\stream\LM2_Ringtone_32k.dspadpcm.bcstm
\sound\stream\STRM_TO_MANSION_32K.dspadpcm.bcstm
\system\system_keep.gar
\title\title_mansion.gar
\ui\UIIconGBHDialog.gar
\ui\UIIconGhostPicture.gar
\ui\UIUniversalCommon.gar
\vrbox\vrball_b.gar
\vrbox\vrball_j.gar
\vrbox\vrball_m.gar
\vrbox\vrkoopa.gar
</pre>
===Europe===
[[Category:Luigi's Mansion Hacking]]
80h02meg6rpnf8mg6ux4yhe5jgc195o
Luigi's Mansion Arcade
0
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Luigim1
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text/x-wiki
{{Game
|title = Luigi's Mansion Arcade
|image = [[Image:LM_ARCADE_TITLESCREEN_MOCK.png|center|300px]]
|game = Luigi's Mansion Arcade<br />ルイージマンション <br/>アーケード
|developer = Capcom, Sega, Nintendo
|gameid =
|released = JAP: June 19th, 2015<br>
USA: May 15th, 2017<br>
|versions =
|isoromsize = JAP: <br/>USA: 1.50 GB [1,620,811,359 bytes]
|system = Nu v1.1
|projectid =
}}
'''Luigi's Mansion Arcade''' is an arcade game based off of '''[[Luigi's Mansion 2|Luigi's Mansion: Dark Moon]]''' for the Nintendo 3DS.
===WIP===
*[http://yahoo.aleado.com/lot?auctionID=f301720972 http://yahoo.aleado.com/lot?auctionID=f301720972]
*[http://techity.boards.net/post/56 http://techity.boards.net/post/56]
nwf0tlofvkbpibnt7oriaful6l9qs2s
Luigi's Mansion Arcade:Notes
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text/x-wiki
{{notes|game=Luigi's Mansion}}
=Debug Info=
==Game Test Menu==
[[File:LM ARCADE GT.png|link=http://lmhacking.shoutwiki.com/wiki/File:LM_ARCADE_GT.png|caption|480px]]
{{clear}}
Press the “TEST switch” to display the game test menu.
Use the “SELECT switch” to move the arrow cursor, and the “TEST switch” to execute the highlighted menu item.
To exit test mode, use the “SELECT switch” to move the arrow cursor to “EXIT,” and press the “TEST switch.”
{| class="wikitable"
|-
! '''OPTION'''
! '''CONTENTS'''
|-
| BOOKKEEPING || Displays the play log info (coin input/number of plays/play time, etc.).
|-
| *ALL.Net ACCOUNTING STATUS || Displays the connection information for ALL.Net and the accounting
information.
|-
| INPUT TEST|| Perform an operation test for the switch and Poltergust controller.
|-
| COIN TEST || Perform an operation test for the coin selector.
|-
| CONTROLLER TEST || Perform an operation test for the Poltergust controller.
|-
| MONITOR TEST || Perform a display test for the monitor.
|-
| SPEAKER TEST || Perform an operation test for the speaker.
|-
| LAMP TEST || Perform an operation test for the lamp.
|-
| *NETWORK TEST || View information about the network
|-
| *APPLICATION/DOWNLOAD<br /> STATUS || Display the application download information.
|-
| COIN SETTING || Perform coin and credit settings.
|-
| GAME SETTING || Set the game’s difficulty.
|-
| *NETWORK SETTING || Perform network settings.
|-
| SOUND SETTING || Set the sound volume.
|-
| CLOSE SETTING || Perform settings for store closing time announcements.
|-
| BACKUP DATA CLEAR || Erase all data and return the settings to the factory default settings.
|-
| EXIT || End the test mode
|}
''NOTE: Sections marked with an asterisk above are only applicable in the Japanese version.''
===Bookkeeping===
[[File:LM ARCADE BOOKEEPING.png|link=http://lmhacking.shoutwiki.com/wiki/File:LM_ARCADE_BOOKEEPING.png|caption|480px]]
{{clear}}
This screen displays information such as play times and income data.
Select “SOFT METER,” “PLAY COUNT,” or “PLAY TIME.”
To exit Bookkeeping, use the “SELECT switch” to move the arrow cursor to “EXIT,” and press the “TEST switch.”
{| class="wikitable"
|-
! '''OPTION'''
! '''CONTENTS'''
|-
| SOFT METER || Displays the number of coins inserted, number of credits, and the number of service credits.
|-
| PLAY COUNT || Displays the number of games, number of times the game has been started, number of times the game has been joined, and number of continues.
|-
| PLAY TIME|| Displays how long the machine has been powered on, as play time for each category.
|-
| DATA CLEAR || Clears all BOOKKEEPING data (SOFT METER,
PLAY COUNT, and PLAY TIME).
|-
| EXIT || Return to the GAME TEST MENU.
|-
|}
===Soft Meter===
[[File:LM ARCADE SOFTMETER.png|link=http://lmhacking.shoutwiki.com/wiki/File:LM_ARCADE_SOFTMETER.png|caption|480px]]
{{clear}}
Displays number of coins inserted, number of credits, and number of service credits.
To exit Soft Meter, use the “SELECT switch” to move the arrow cursor to “EXIT,” and press the “TEST switch.”
{| class="wikitable"
|-
! '''OPTION'''
! '''CONTENTS'''
|-
| COINS || Displays the number of coins inserted.
|-
| COIN CREDITS || Displays the number of credits based on the number of coins inserted.
|-
| SERVICE CREDITS || Displayed the number of credits based on the status of the SERVICE switch.
|-
| TOTAL CREDITS || Displays the number of credits calculated based on the number of coin credits and the number of service credits.
|-
| EXIT || Return to BOOKKEEPING.
|-
|}
===Soft Meter===
[[File:LM ARCADE SOFTMETER.png|link=http://lmhacking.shoutwiki.com/wiki/File:LM_ARCADE_SOFTMETER.png|caption|480px]]
{| class="wikitable"
|-
! '''OPTION'''
! '''CONTENTS'''
|-
| COINS || Displays the number of coins inserted.
|-
| COIN CREDITS || Displays the number of credits based on the number of coins inserted.
|-
| SERVICE CREDITS || Displayed the number of credits based on the status of the SERVICE switch.
|-
| TOTAL CREDITS || Displays the number of credits calculated based on the number of coin credits and the number of service credits.
|-
| EXIT || Return to BOOKKEEPING.
|-
|}
===Soft Meter===
[[File:LM ARCADE SOFTMETER.png|link=http://lmhacking.shoutwiki.com/wiki/File:LM_ARCADE_SOFTMETER.png|caption|480px]]
{{clear}}
Displays number of coins inserted, number of credits, and number of service credits.
To exit Soft Meter, use the “SELECT switch” to move the arrow cursor to “EXIT,” and press the “TEST switch.”
Each value is calculated from when the cabinet is installed, or when “BACKUP DATA CLEAR” under “GAME
TEST MENU” or “DATA CLEAR” under “BOOKKEEPING” has been executed.
{| class="wikitable"
|-
! '''OPTION'''
! '''CONTENTS'''
|-
| COINS || Displays the number of coins inserted.
|-
| COIN CREDITS || Displays the number of credits based
on the number of coins inserted.
|-
| SERVICE CREDITS || Displayed the number of credits based
on the status of the SERVICE switch.
|-
| TOTAL CREDITS || Displays the number of credits calculated
based on the number of coin credits
and the number of service credits.
|-
| EXIT || Return to BOOKKEEPING.
|-
|}
{{source|[http://www.segaarcade.com/__assets__/Games/00053/Luigi's%20Mansion%20Manual.pdf SEGA Luigi's Mansion Arcade Manual]}}
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Luigi's Mansion Filesystem Map
0
91
197
2018-07-24T13:30:26Z
Luigim1
30442431
Luigim1 moved page [[Luigi's Mansion Filesystem Map]] to [[Luigi's Mansion:ROM map]]: fix
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#REDIRECT [[Luigi's Mansion:ROM map]]
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Luigi's Mix/Collection
0
163
894
893
2020-06-15T17:52:56Z
69.201.36.48
/* Gallery */
894
wikitext
text/x-wiki
{{Hack
|title = Luigi's Mix/Collection
|image = [[Image:LMC-screenshot1.png|center|300px]]
|icon = [[Image:LMC-banner.png|left]]
|game = Luigi's Mix/Collection
|creator = LMFinish
|gameid = GLME01
|released = TBA
|region = North America
|version =
|system = Nintendo GameCube
}}
'''Luigi's Mix/Collection''' (also known as '''LM/C''') is a Luigi's Mansion mod/project started approximately in 2016 by user named '''LMFinish'''.
{{clear}}
==Plot/Goal==
The hacks goal was to accurately restore features from all known pre-release builds of Luigi's Mansion.
<!-- It's not dead but kept for reference
The project died sometime in early May 2017 due to a hard drive failure, all the files were deleted from Dropbox's servers and there was no way to get it back. It is currently unknown if the project will make a come back considering that Catley and Gambit's words were "it's dead" about it.-->
{{clear}}
==Gallery==
<!--{{main-gallery}}-->
<gallery>
LMC-screenshot2.png
LMC-screenshot3.png
LMC-screenshot4.png
</gallery>
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Main Page
0
1
737
622
2019-11-30T20:54:30Z
Luigim1
30442431
737
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb = A wiki on hacking Luigi's Mansion!
| about_title = About
| about_content =
This wiki basically documents and lists tutorials on not only how to mod the GameCube launch title, [[Luigi's Mansion]], but also on other games in the series, such as [[Luigi's Mansion 3DS|the 3DS remake.]] Please read the [[rules]] if you want to get started editing or adding new info to the wiki.
| featured_title = Featured Article
| featured_content = You can put a "featured article" here to show off the very best pieces that your community has done — or alternatively, you can use this space for something else if featured articles aren't "your thing".
| didyouknow_title = Did you know...
| didyouknow_content = {{DidYouKnow}}
<!--* ...an icon of Daisy called <b>Test.bti</b> in the games files?
* ...an unused creepy hand graphic found only in the files of the Japanese release?-->
| news_title = News
| news_content =
* Smoking is very healthy for ya.
* Well, this wiki gotta be made sooner or later.
}}
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Most Current Sarees On The Internet Shopping
0
183
617
2019-10-06T12:45:12Z
198.23.201.189
Created page with "Very best Designer Sarees On the web. An exclusive on the web outlet trading in the most exquisite line of saris to suit all occasions under all cost tags. An exceptional sele..."
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text/x-wiki
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Mystery Blogger Behind Mexico s Well-liked Weblog Del Narco Opens Up In Uncommon Interview
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2022-09-21T21:33:59Z
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Nine Nontraditional Elo Casino Techniques Which Might Be Unlike Any You ve Got Ever Seen. Ther re Good.
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806
1381
2024-09-04T03:28:30Z
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30792323
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Online Casinos Usa Prime 5 True Money Casino Web Sites In 2022
0
794
1369
2022-09-19T20:32:34Z
Eileen2236
30665880
Created page with "These unconscionable acts created the UK Gambling Commission and the Competitions and Markets Authority created the Gambling Act 2014. No [https://search.yahoo.com/search?p=wa..."
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1371
2022-09-21T08:03:41Z
ShaylaLebron
30667283
Created page with "Did Dog With A Weblog Have A Theme Song? <br>The High Point Branch Neighborhood Conversation is Fay’s 1st in a series of conversations with patrons about the future of the L..."
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Project LMDE
0
208
724
723
2019-11-11T17:55:53Z
Luigim1
30442431
724
wikitext
text/x-wiki
{{Hack
|title = Project: LMDE
|image = [[Image:PLMDE-screenshot1.png|center|300px]]
|icon =
|game = Project: LMDE (Temporary)
|creator = Casarome, Slugmotif
|gameid = GLME01
|released = TBA
|region = NTSC-U
|version =
|system = Nintendo GameCube
}}
'''Project: LMDE''' is a Luigi's Mansion hack started from users named '''Casarome''' and '''Slugmotif''', others aiding in the hack are '''LMFinish''', '''Pure Mops''', and '''luigim1''' also helping out. The final name of this hack is still undetermined.
{{clear}}
==Plot/Goal==
Project LMDE is complete redo of Luigi's Mansion. The team working on the project aims to recapture the feeling of playing the game for the very first time. New rooms, ghosts to catch, dialogue to read, and puzzles to solve.
{{clear}}
==Gallery==
{{main-gallery}}
<gallery>
Image:PLMDE-screenshot2.png|
Image:PLMDE-screenshot3.png|
Image:PLMDE-screenshot4.png|
</gallery>
{{clear}}
==Trailer==
===Teaser===
<youtube width="480" height="360" align="left">5-yKuvUgiUw</youtube>
[[Category:Under Construction]]
5gmtc3sp15qo0uu61cutpszusrj8q6i
Releasetweakerfilter.txt
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109
268
2018-10-08T18:35:34Z
Luigim1
30442431
Created page with "<pre> Most Recently Used Animation Audio Camera Effects Engine FE Gameplay GameplayConfig Memory MP Network NCL_Tweakers Presentation Profiling Rendering SDCard Zones </pre>"
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<pre>
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Rominfo.ini
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Created page with "===Japan=== ===North America=== ===Europe=== <pre> CTR ProductCode = CTR-P-AGGE CTR UniqueID = 0x0055F </pre>"
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===Japan===
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Rules
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Luigim1
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text/x-wiki
=== Introduction ===
The primary purpose of the '''LM Hacking Wiki''' is to document LM games in the series aswell as help others and easily understand how to hack or modify Luigi's Mansion titles in the series.. All of the content listed is under the [https://creativecommons.org/licenses/by-nc-sa/3.0/ Attribution-NonCommercial-ShareAlike 3.0 Unported] license.
If you seem to notice problems or rule violations, you should do what you can in order to improve pages on the wiki.
=== LM Hacking Wiki Rules ===
# '''Use common sense.'''
# '''No edit wars.'''
# [[Special:Upload|Uploaded images]] must have '''long, descriptive''' filenames (''Luigis Mansion-3DS Titlescreen.png'') instead of short, meaningless filenames (''lmunusedelh.jpg'', ''betanoise.ogg'', ''Hex tiny.png'').
# Acknowledge '''moderator messages''' and '''warnings'''. Their sole purpose is to help ensure that the wiki runs smoothly and consistently.
# Do not make multiple or alternative accounts on the wiki.
# Usernames need to be written using the English alphabet, and they may not contain the following characters: '''# < > [ ] | { } / @''' plus control characters, unusual whitespaces or [https://en.wikipedia.org/wiki/Private_Use_Areas UTF-8 private use characters]. They can not be longer than 85 characters.
# '''Do not upload explicit materials.'''
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=== Content Restrictions ===
# Do not post download links to explicit or similarly offensive materials.
# Do not post download links to copyrighted materials such as ISOs or ROM images.
# Do not post download links to illegally cracked or hacked programs ("[https://en.wikipedia.org/wiki/Warez warez]").
# The wiki is not responsible for links or content posted by users of this website.
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Should Have Resources For Live Casino
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2024-09-04T13:43:57Z
JonnaMcLaren685
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Created page with "<br>Practical realness (VR) technology has turn more and more pop in Recent years, transforming diverse industries including gaming, entertainment, and even online gambling. V..."
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Created page with "<br>The gaming diligence has departed through meaning transformations over the years, from traditional brick-and-trench mortar casinos to online platforms. Today, the diligenc..."
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Trans uk How Do Charms Go On Pandora Bracelet
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KandiN1308408924
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Created page with "Редактори огляду закупівель дорогоцінних ювелірних виробів, ми обговорюємо речі, які нам подоб..."
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2022-09-07T15:39:13Z
MadeleineG41
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Created page with "The casino won't pay a dime just before they have verified your identity in order to be in compliance with their licensing guidelines and protect against income laundering and..."
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Luigim1
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804
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2024-09-03T23:20:44Z
JonnaMcLaren685
30792323
Created page with "<br>The gaming industriousness has bygone done meaning transformations ended the years, from traditional brick-and-mortar casinos to online platforms. Today, the diligence is..."
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803
1378
2024-09-03T23:17:17Z
JonnaMcLaren685
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791
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2022-09-16T23:58:47Z
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Talk:Luigi's Mansion: Dark Moon:Docs/.cgfx
1
175
577
576
2019-05-28T14:11:54Z
Luigim1
30442431
577
wikitext
text/x-wiki
== some helpful info ==
CGFX (also known as BCMDL and BCRES) is a container format for the [[Nintendo 3DS]]] that is used to store data for models, textures, animations and camera data.
'''Ripping Tools'''
There are multiple tools available for the CGFX format that are able to view and export them into a more common file format.
'''[https://github.com/gdkchan/Ohana3DS-Rebirth Ohana3DS Rebirth]'''
Ohana3DS can view model, animation and texture data from CGFX files. Data can be exported into a more common format like '''OBJ, DAE''' or '''SMD''' (Models) and '''PNG''' (Textures)
'''[https://github.com/gdkchan/SPICA SPICA]'''
SPICA can view model, animation, texture and camera data from CGFX files and export them into a more common format like '''DAE''' (Models) and '''PNG''' (Textures).
'''[https://github.com/Gericom/EveryFileExplorer EveryFileExplorer]'''
EveryFileExplorer can view and convert CGFX data into more common formats like '''OBJ''' (Models) and '''PNG''' (Textures).
'''List of games using the format'''
'''''The list is not complete! Feel free to add other games that are known to use aforementioned format.'''''
''All of the following games are for [[Nintendo 3DS]]''
{| class="wikitable sortable"
|-
! Name !! Version !! Encrypted / Compressed?
|-
| [[Aero Porter]] || ? || No
|-
| [[Coaster Creator 3D]] || ? || No
|-
| [[Face Raiders]] || ? || Yes
|-
| [[Hatsune Miku: Project Mirai DX]] || ? || No
|-
| [[Mario & Luigi: Dream Team]] || ? || Yes
|-
| [[Mario Kart 7]] || ? || No
|-
| [[Mario Sports Superstars]] || ? || Yes
|-
| [[Mario Tennis Open]] || ? || Yes
|-
| [[New Super Mario Bros. 2]] || ? || No
|-
| [[Race to the Line]] || ? || No
|-
| [[Soccer Up Online]] || ? || No
|-
| [[Sonic Generations]] || ? || Yes ([[CPK]])
|-
| [[SoniPro]] || ? || No
|-
| [[Sparkle Snapshots 3D]] || ? || No
|-
| [[Super Mario 3D Land]] || ? || No
|-
| [[Touch Battle Tank 3D]] || ? || No
|-}
{{clear}}
sauce:https://wiki.vg-resource.com/CGFX
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Talk:Luigi's Mansion 3DS
1
810
1385
2024-10-31T23:01:57Z
191.177.137.152
Created page with "LUIGI MANSION TITLE ID JAPANESE: 00040000001D1800"
1385
wikitext
text/x-wiki
LUIGI MANSION TITLE ID JAPANESE: 00040000001D1800
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User:DanielaMacCormic
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807
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2024-09-04T04:56:00Z
DanielaMacCormic
30792330
Created page with "The Raise of Virtual World in Online Casinos<br><br><br>In Holocene epoch years, engineering has transformed the mode we exist and communicate. When you loved this article an..."
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User:FDVAngeline
2
800
1375
2023-04-08T09:27:10Z
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2
798
1373
2022-10-07T23:39:04Z
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30666353
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User:Luigim1
2
33
716
476
2019-11-05T03:42:49Z
Luigim1
30442431
716
wikitext
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User:MediaWiki default
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23
35
34
2010-12-30T05:43:26Z
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2022-09-21T08:03:29Z
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1363
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a0uiotb62p37trp7fghmiof0mhc02d9
User:TashaFrey168249
2
801
1376
2023-12-11T03:09:44Z
TashaFrey168249
30757997
Created page with "Hello! <br>My name is Tasha and I'm a 18 years old girl from Austria.<br><br>my blog post; [https://skivvo.com cheapest online store]"
1376
wikitext
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Hello! <br>My name is Tasha and I'm a 18 years old girl from Austria.<br><br>my blog post; [https://skivvo.com cheapest online store]
cikuyl6pyz5n3m05m0aw88i3ciq74cf
User talk:Cook879
3
27
41
40
2012-09-08T10:46:56Z
MediaWiki default
30443056
41
wikitext
text/x-wiki
{| align="center" style="background: #ccf; border: 3px solid #8888AA; width: 100%; -moz-border-radius: 80px;"
|-
| Hi. Welcome to my talk page. Feel free to [http://{{SERVERNAME}}/w/index.php?title=User_talk:Cook879&action=edit§ion=new post a message] below.
|}
r3ikw28tsv3q58cksiya005d2t1n0ig
User talk:Hiccup
3
206
697
2019-11-04T17:36:16Z
Luigim1
30442431
/* Welcome to hell, Hiccup */ new section
697
wikitext
text/x-wiki
== Welcome to hell, Hiccup ==
What would you like to order? -[[User:Luigim1|Luigim1]] ([[User talk:Luigim1|talk]]) 17:36, 4 November 2019 (UTC)
nicgc9p00wt8v440aum45cx451h2jrb
User talk:Lcawte
3
29
43
2013-03-28T18:59:56Z
MediaWiki default
30443056
43
wikitext
text/x-wiki
{{s::User talk:Lcawte/header}}
68cjp69hrs0otmdn18l1a2b85wzrzyp
User talk:Luigim1
3
32
948
947
2020-11-26T21:53:15Z
Luigim1
30442431
/* Garta-7? */
948
wikitext
text/x-wiki
Hi Luigim1, thank you for choosing ShoutWiki to make your wiki.
We would suggest that you start your wiki off by doing these few basic things:
*Upload a logo. You can do this by uploading an image over [[:File:Wiki.png]]. (not available on some skins)
*Design your [[Main Page]]. The main page is likely the first thing users will see. It should be attractive and catch the eye.
*Start building content. All wikis need content to become the best they can be.
If you need help with making a logo, skin or favicon, please see [[s:w:logocreation|ShoutWiki's Logo Creation Wiki]].
If you need any help with building your wiki, feel free to contact [[s:ShoutWiki Staff|ShoutWiki staff]] either via their talk pages or via [[Special:Contact]]. Alternatively, you can talk to us, or other users, via [[s:ShoutWiki Hub:IRC|IRC]].
Thank you again for using ShoutWiki.
[[s:ShoutWiki Staff|ShoutWiki staff]] 02:49, 9 May 2018
== Re: Welcome to hell, Hiccup ==
Thanks for the warm (!) welcome. :P --[[User:Hiccup|Hiccup]] ([[User talk:Hiccup|talk]]) 19:29, 4 November 2019 (UTC)
:very cheesy, lol -[[User:Luigim1|Luigim1]] ([[User talk:Luigim1|talk]]) 20:40, 4 November 2019 (UTC)
== Garta-7? ==
In the page [[Luigi's Mansion 3DS:ROM map]], you added a differently-formatted version of the file listing, which adds (at least) two additional files that aren't in the first listing: Garta-7 Extractor.exe and Garta-7 Packer.exe. Neither of these files exist in my copy of the game. Where did these filenames come from? Are the files themselves accessible? Because I'd bet they're the tools for unpacking/repacking the .gar files. [[Special:Contributions/71.127.46.240|71.127.46.240]] 21:03, 25 November 2020 (UTC)
: yup, they're extracing/repacking tools, fanmade ones for datamining. i left them in on accident-[[User:Luigim1|Luigim1]] ([[User talk:Luigim1|talk]]) 21:53, 26 November 2020 (UTC)
t4eqn5bop9f6pyrw29uifvey59ri431
User talk:Solar Dragon
3
31
46
45
2013-08-21T21:30:04Z
MediaWiki default
30443056
46
wikitext
text/x-wiki
{{s::User:Solar Dragon/Talkheader}}
o2y3a4p2midvn09l97rwprgfdpfgdbp
File:Blank.png
6
95
206
2018-09-20T02:45:56Z
Luigim1
30442431
206
wikitext
text/x-wiki
phoiac9h4m842xq45sp7s6u21eteeq1
File:Favicon.ico
6
65
129
128
2018-05-21T18:11:41Z
Luigim1
30442431
Luigim1 uploaded a new version of [[File:Favicon.ico]]
129
wikitext
text/x-wiki
phoiac9h4m842xq45sp7s6u21eteeq1
File:Font 12.bfn.png
6
34
360
53
2019-01-06T20:07:32Z
Luigim1
30442431
360
wikitext
text/x-wiki
Luigi's Mansion font found in the <tt>system</tt> folder.
{{rippedgraphic|GameCube}}
cc7bo5z25mfvk7hwf7moompshzau1p3
File:Hex tiny.png
6
86
185
2018-06-20T15:15:59Z
Luigim1
30442431
185
wikitext
text/x-wiki
phoiac9h4m842xq45sp7s6u21eteeq1
File:LBA-screenshot1.png
6
103
233
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2018-10-08T00:38:58Z
Luigim1
30442431
Luigim1 uploaded a new version of [[File:LBA-screenshot1.png]]
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wikitext
text/x-wiki
== Summary ==
{{screenshot|hack}}
k32lwv2r3z1c9hbuydri8pzeha6lw8q
File:LBA-screenshot16.png
6
105
232
2018-10-08T00:22:14Z
Luigim1
30442431
{{screenshots|hack}}
{{gamecube}}
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wikitext
text/x-wiki
== Summary ==
{{screenshots|hack}}
{{gamecube}}
5qg4p66pcds1pln1ydd1l03lgkkds9d
File:LM-WindowDoc1.png
6
168
552
2019-04-03T00:32:47Z
Luigim1
30442431
{{Screenshot|GameCube}}
552
wikitext
text/x-wiki
== Summary ==
{{Screenshot|GameCube}}
lvaoxal1kiysshsnydryn1h38gkeipi
File:LM-WindowDoc2.png
6
169
553
2019-04-03T00:33:01Z
Luigim1
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{{Screenshot|GameCube}}
553
wikitext
text/x-wiki
== Summary ==
{{Screenshot|GameCube}}
lvaoxal1kiysshsnydryn1h38gkeipi
File:LM-WindowDoc3.png
6
170
554
2019-04-03T00:33:12Z
Luigim1
30442431
554
wikitext
text/x-wiki
phoiac9h4m842xq45sp7s6u21eteeq1
File:LMC-banner.png
6
164
534
2019-03-26T02:35:31Z
Luigim1
30442431
{{graphichack|LM/C}}
534
wikitext
text/x-wiki
== Summary ==
{{graphichack|LM/C}}
2bpmxdl4xcjhzm1mhqwtf88re85bjs4
File:LMTextIcon mario.png
6
136
373
2019-01-06T20:56:19Z
Luigim1
30442431
{{rippedgraphic|GameCube]]
373
wikitext
text/x-wiki
== Summary ==
{{rippedgraphic|GameCube]]
d3rlq3zridw16jy3ph1kojmr5k1d9mb
File:LM ARCADE.png
6
81
171
2018-06-05T09:25:17Z
Luigim1
30442431
{{LM ARCADE}}
{{logo}}
171
wikitext
text/x-wiki
{{LM ARCADE}}
{{logo}}
bmbc619sjdei3ie096w4pwrw3fzfuiy
File:LM ARCADE GT.png
6
78
167
2018-06-05T09:00:21Z
Luigim1
30442431
{{LM ARCADE}}
{{debug}}
{{screenshot}}
167
wikitext
text/x-wiki
{{LM ARCADE}}
{{debug}}
{{screenshot}}
a99m5p37fmkxnrs6ozydsrmofmvwbfd
File:LM ARCADE TITLESCREEN MOCK.png
6
73
153
152
2018-06-05T05:35:41Z
Luigim1
30442431
Luigim1 moved page [[File:Mock.png]] to [[File:LM ARCADE TITLESCREEN MOCK.png]]
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wikitext
text/x-wiki
{{mockupscreenshot}}
{{LM ARCADE}}
k15i6wq1snhecp2luw9ty59pw782qhk
File:LM GCN H P00.bti rgba.png
6
50
100
96
2018-05-12T17:04:52Z
Luigim1
30442431
100
wikitext
text/x-wiki
Rank H.
The haunted mansion disappeared without a trace...
{{graphicgcn}}
[[Category:Ending Screens]]
t9rw1f36lkwbh7lbm5fl9z15om0mjdi
File:LM GCN H P01 - Copy.bti.png
6
51
98
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2018-05-12T17:04:07Z
Luigim1
30442431
98
wikitext
text/x-wiki
Rank G
{{Graphicgcn}}
[[Category:Ending Screens]]
q9y7d5uelo8bcw7ffehtl18ofrz4fp8
File:LM GCN Luigi V.bti.png
6
62
113
2018-05-12T18:07:00Z
Luigim1
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Unused Luigi ending.
V persumebly stands for Victory
[[Category:Luigi's Mansion Unused]]
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wikitext
text/x-wiki
Unused Luigi ending.
V persumebly stands for Victory
[[Category:Luigi's Mansion Unused]]
h0l25e62y1buonmvwx002eqmkcwk70j
File:LM GCN Luigi g.bti.png
6
61
112
2018-05-12T18:06:10Z
Luigim1
30442431
Unused Luigi ending.
G persumebly stands for good
[[Category:Luigi's Mansion Unused]]
112
wikitext
text/x-wiki
Unused Luigi ending.
G persumebly stands for good
[[Category:Luigi's Mansion Unused]]
0u16i11th513zve2nylmg69q41sphyd
File:LM GCN door.bmd.png
6
46
90
2018-05-12T16:09:50Z
Luigim1
30442431
Door.
{{Unused}}
90
wikitext
text/x-wiki
Door.
{{Unused}}
lv9nin48ir92viim9wn87bxww8pcwrt
File:LM GCN effect.bmd.png
6
44
84
2018-05-12T15:59:38Z
Luigim1
30442431
Some weird blue thing?
{{Unsure}}
84
wikitext
text/x-wiki
Some weird blue thing?
{{Unsure}}
rexac5u189x83cf03bzin2dye84uy6f
File:LM GCN h P02.bti.png
6
58
108
2018-05-12T17:41:38Z
Luigim1
30442431
Rank F
{{graphicgcn}}
[[Category:Ending Screens]]
108
wikitext
text/x-wiki
Rank F
{{graphicgcn}}
[[Category:Ending Screens]]
5e05vg4xkb70ikw9ln17c4jfj5px1lw
File:LM GCN h P03.bti.png
6
57
107
2018-05-12T17:39:48Z
Luigim1
30442431
Rank E
{{graphicgcn}}
[[Category:Ending Screens]]
107
wikitext
text/x-wiki
Rank E
{{graphicgcn}}
[[Category:Ending Screens]]
p6w3cw9bzx3hzdxtf5earvzefxep8hj
File:LM GCN h P04.bti.png
6
56
106
2018-05-12T17:33:49Z
Luigim1
30442431
Rank D
{{graphicgcn}}
[[Category:Ending Screens]]
106
wikitext
text/x-wiki
Rank D
{{graphicgcn}}
[[Category:Ending Screens]]
10awvevwp25c0x0z0lo5aur8thhuz26
File:LM GCN h P05.bti.png
6
55
105
2018-05-12T17:28:49Z
Luigim1
30442431
Rank C
{{graphicgcn}}
[[Category:Ending Screens]]
105
wikitext
text/x-wiki
Rank C
{{graphicgcn}}
[[Category:Ending Screens]]
0tu4aq0upgeigsk7nuawk146c4ovy5j
File:LM GCN h P06.bti.png
6
54
104
2018-05-12T17:27:42Z
Luigim1
30442431
Rank B
{{graphicgcn}}
[[Category:Ending Screens]]
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wikitext
text/x-wiki
Rank B
{{graphicgcn}}
[[Category:Ending Screens]]
jcy8si3ur00lb9e37xlcxzcwxrcqmem
File:LM GCN h P07.bti.png
6
53
103
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2018-05-12T17:25:33Z
Luigim1
30442431
103
wikitext
text/x-wiki
Rank A.
{{graphicgcn}}
[[Category:Ending Screens]]
nigf0ug3lgkacqtrq3fzamsvhjed0q6
File:LM GCN luigi b.bti.png
6
59
110
2018-05-12T18:04:46Z
Luigim1
30442431
Unused Luigi image.
b persumebly stands for Bad
{{Unused}}
[[Category:Luigi's Mansion Unused]]
110
wikitext
text/x-wiki
Unused Luigi image.
b persumebly stands for Bad
{{Unused}}
[[Category:Luigi's Mansion Unused]]
ni56ufc2ca6ak9795lg892f19dd2ol2
File:Lm-JAPbanner.png
6
134
356
2019-01-06T20:02:01Z
Luigim1
30442431
{{rippedgraphic|GameCube}}
356
wikitext
text/x-wiki
== Summary ==
{{rippedgraphic|GameCube}}
7gj3pnv4y7pew26otlyauvc60wey2ct
File:Lm-banner.png
6
116
309
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2018-11-14T02:10:08Z
Luigim1
30442431
Luigim1 uploaded a new version of [[File:Lm-banner.png]]
309
wikitext
text/x-wiki
== Summary ==
{{rippedgraphic|GameCube}}
7gj3pnv4y7pew26otlyauvc60wey2ct
File:Lm-title.png
6
71
144
2018-06-05T04:52:24Z
Luigim1
30442431
{{titlescreen}}
{{LM GCN}}
144
wikitext
text/x-wiki
{{titlescreen}}
{{LM GCN}}
b9gq0zxomu9n3t11noy8lfnw9a9qkow
File:Lm-title 3ds.png
6
83
180
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2018-06-18T16:29:30Z
Luigim1
30442431
180
wikitext
text/x-wiki
==Source==
GotKrypto67
https://tcrf.net/File:Luigi%27s_Mansion-_Dark_Moon-title.png
{{titlescreen|3ds}}{{LM 3DS}}
j43sq9aaf72ulkfqg8fdofgh3xff9mu
File:Luigis Mansion-3DS Icon16.png
6
160
516
2019-03-26T01:59:23Z
Luigim1
30442431
Luigim1 moved page [[File:Luigis Mansion-3DS Icon16.png]] to [[File:Luigis Mansion-3DS Icon24.png]]
516
wikitext
text/x-wiki
#REDIRECT [[File:Luigis Mansion-3DS Icon24.png]]
l45xb78mtdef0euw7lpohvkv2oh26lq
File:Luigis Mansion-3DS Icon24.png
6
118
515
297
2019-03-26T01:59:23Z
Luigim1
30442431
Luigim1 moved page [[File:Luigis Mansion-3DS Icon16.png]] to [[File:Luigis Mansion-3DS Icon24.png]]
297
wikitext
text/x-wiki
== Summary ==
{{rippedgraphic|3DS}}
drzf4wxdvjwy0xkh2hhq9zmaagrg8f7
File:Luigis Mansion-3DS Icon32.png
6
159
514
2019-03-26T01:59:07Z
Luigim1
30442431
Luigim1 moved page [[File:Luigis Mansion-3DS Icon32.png]] to [[File:Luigis Mansion-3DS Icon48.png]]: accurate
514
wikitext
text/x-wiki
#REDIRECT [[File:Luigis Mansion-3DS Icon48.png]]
omuxf01ew1ufxtc5ztjywlyr4dai9g9
File:Luigis Mansion-3DS Icon48.png
6
117
513
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2019-03-26T01:59:07Z
Luigim1
30442431
Luigim1 moved page [[File:Luigis Mansion-3DS Icon32.png]] to [[File:Luigis Mansion-3DS Icon48.png]]: accurate
296
wikitext
text/x-wiki
== Summary ==
{{rippedgraphic|GameCube}}
7gj3pnv4y7pew26otlyauvc60wey2ct
File:Luigis Mansion-3DS Screenshot.png
6
98
211
2018-09-22T00:14:32Z
Luigim1
30442431
Nintendo Press
{{screenshot|Nintendo 3DS}}
211
wikitext
text/x-wiki
== Summary ==
Nintendo Press
{{screenshot|Nintendo 3DS}}
n7qrefsjjc5ydfl76ur2oe3pq080178
File:Luigis Mansion-3DS Titlescreen.png
6
113
523
275
2019-03-26T02:04:55Z
Luigim1
30442431
Luigim1 uploaded a new version of [[File:Luigis Mansion-3DS Titlescreen.png]]
275
wikitext
text/x-wiki
== Summary ==
Casarome
{{screenshot|Nintendo 3DS}}
9nri4y289hi8gsb3885qzwti5bwjrle
File:Luigis Mansion-DM Icon16.png
6
162
521
2019-03-26T02:00:27Z
Luigim1
30442431
Luigim1 moved page [[File:Luigis Mansion-DM Icon16.png]] to [[File:Luigis Mansion-DM Icon24.png]]
521
wikitext
text/x-wiki
#REDIRECT [[File:Luigis Mansion-DM Icon24.png]]
dyq3fkh1z4pzv3p7132xf1zud4sod9c
File:Luigis Mansion-DM Icon24.png
6
156
520
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2019-03-26T02:00:27Z
Luigim1
30442431
Luigim1 moved page [[File:Luigis Mansion-DM Icon16.png]] to [[File:Luigis Mansion-DM Icon24.png]]
500
wikitext
text/x-wiki
== Summary ==
{{rippedgraphic|3DS}}
drzf4wxdvjwy0xkh2hhq9zmaagrg8f7
File:Luigis Mansion-DM Icon32.png
6
161
519
2019-03-26T02:00:20Z
Luigim1
30442431
Luigim1 moved page [[File:Luigis Mansion-DM Icon32.png]] to [[File:Luigis Mansion-DM Icon48.png]]
519
wikitext
text/x-wiki
#REDIRECT [[File:Luigis Mansion-DM Icon48.png]]
f100awtnymz9z96liht0bxb2tvepu6t
File:Luigis Mansion-DM Icon48.png
6
155
518
499
2019-03-26T02:00:20Z
Luigim1
30442431
Luigim1 moved page [[File:Luigis Mansion-DM Icon32.png]] to [[File:Luigis Mansion-DM Icon48.png]]
499
wikitext
text/x-wiki
== Summary ==
{{rippedgraphic|3DS}}
drzf4wxdvjwy0xkh2hhq9zmaagrg8f7
File:Luigis Mansion 3-Switch Screenshot.png
6
100
217
2018-09-22T00:34:31Z
Luigim1
30442431
https://www.youtube.com/watch?v=8w9-31FrjU8
{{screenshot|Nintendo Switch}}
217
wikitext
text/x-wiki
== Summary ==
https://www.youtube.com/watch?v=8w9-31FrjU8
{{screenshot|Nintendo Switch}}
22hhobhl713p11o2xhw739oetduiaki
File:Mock.png
6
74
154
2018-06-05T05:35:41Z
Luigim1
30442431
Luigim1 moved page [[File:Mock.png]] to [[File:LM ARCADE TITLESCREEN MOCK.png]]
154
wikitext
text/x-wiki
#REDIRECT [[File:LM ARCADE TITLESCREEN MOCK.png]]
k5dfss7oom8rjgfryg4ef56zhnldsrh
File:Nocoverart.png
6
41
71
2018-05-09T05:54:24Z
Luigim1
30442431
{{example}}
71
wikitext
text/x-wiki
{{example}}
awu1ssscb83rhufqn48bpmda7hnlil4
File:Sample.png
6
114
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2018-10-13T02:44:54Z
Luigim1
30442431
{{template}}
285
wikitext
text/x-wiki
== Summary ==
{{template}}
90tsvjuqlip3i14ux93yt874nn45it3
File:Warning.png
6
77
162
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2018-06-05T08:51:30Z
Luigim1
30442431
Luigim1 uploaded a new version of [[File:Warning.png]]
162
wikitext
text/x-wiki
phoiac9h4m842xq45sp7s6u21eteeq1
File:Wiki.png
6
28
115
114
2018-05-12T18:12:43Z
Luigim1
30442431
Protected "[[File:Wiki.png]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite) [Upload=Allow only administrators] (indefinite))
115
wikitext
text/x-wiki
Wiki logo. Upload a new image over this one to set your own logo.
dgwmv2n7qsfzlck7bqxtq40b45oxer2
MediaWiki:Sidebar
8
72
441
440
2019-01-29T04:33:22Z
Luigim1
30442431
Undo revision 440 by [[Special:Contributions/Luigim1|Luigim1]] ([[User talk:Luigim1|talk]])
441
wikitext
text/x-wiki
* SEARCH
* Navigation
** mainpage|mainpage-description
** Rules|LM Hacking Wiki Rules
** recentchanges-url|recentchanges
** randompage-url|randompage
** helppage|help
*LM Series
** Luigi's Mansion|Luigi's Mansion
** Luigi's Mansion: Dark Moon|Luigi's Mansion 2
** Luigi's Mansion Arcade|Luigi's Mansion Arcade
** Luigi's Mansion 3DS|Luigi's Mansion 3DS
** Luigi's Mansion 3|Luigi's Mansion 3
*Misc
** https://discord.gg/UjXHz8F|LMM Discord
** http://lmtalk.proboards.com| LMTalk (Defunct)
** https://sites.google.com/site/luigimansionhacking/|AR/WiiRD Codes
* TOOLBOX
rt1mb7h0530jkrd0ze1nit17h2642p1
Template:Ambox
10
42
79
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2018-05-10T06:13:44Z
Luigim1
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79
wikitext
text/x-wiki
<table style="background-color:#291e6d; class="plainlinks switch ambox" style="background: #291e6d; margin:.5em 2%;padding:0 1em; border: 5px #233299 solid"><center>
<tr><span style="color:white;>
<td class="ambox-image">{{{image|[[File:Wiki.png|50px]]}}}</td>
<td style="padding: 0.25em 0.5em;">{{{type|}}}
<div class="ambox-smalltext">
{{{info|}}}
</div></span></center></td></tr></table><noinclude>[[Category:Templates]]</noinclude>
hv8z3cgakdk0ra28r95ojorzcd71sk0
Template:Bob
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2018-05-09T06:05:32Z
Luigim1
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text/x-wiki
{| class="infobox" cellpadding=2 cellspacing=2 align=right width=240px style="font-family: verdana, sans-serif; padding: 4px; margin: 0 0 1em 1em; font-size: 10px; background-color: #EFFFEE; border:1px solid #84aa7e; color:black"
| align="center" colspan=2 bgcolor="#AAFAAA" style=font-size:13px{{!}}'''''{{{title|{{PAGENAME}}}}}'''''
|-
|align="center" colspan="2" | {{{image|</noinclude>[[Image:Nocoverart.png]]</noinclude>}}}
|-
{{#if:{{{aka<includeonly>|</includeonly>}}} |
{{!}} style="width:41%; background-color: #AAFAAA; font-weight:bold;" {{!}} Also known as:
{{!}} style="width:1em%%; background-color: #AAFAAA; {{!}}{{{aka}}}
{{!}}-
}}
{{#if:{{{created<includeonly>|</includeonly>}}} |
{{!}} style="width:41%; background-color: #AAFAAA; font-weight:bold;" {{!}} Developer:
{{!}} style="width:1em%%; background-color: #AAFAAA; {{!}}{{{developer}}}
{{!}}-
}}
{{#if:{{{birthdate<includeonly>|</includeonly>}}} |
{{!}} style="width:41%; background-color: #AAFAAA; font-weight:bold;" {{!}} Publisher:
{{!}} style="width:1em%%; background-color: #AAFAAA; {{!}}{{{publisher}}}
{{!}}-
}}
{{#if:{{{url<includeonly>|</includeonly>}}} |
{{!}} style="width:41%; background-color: #AAFAAA; font-weight:bold;" {{!}} Platform:
{{!}} style="width:1em%%; background-color: #AAFAAA; {{!}}{{{platform}}}
{{!}}-
}}
{{#if:{{{gender<includeonly>|</includeonly>}}} |
{{!}} style="width:41%; background-color: #AAFAAA; font-weight:bold;" {{!}} Released in JAP:
{{!}} style="width:1em%%; background-color: #AAFAAA; {{!}}{{{japan}}}
{{!}}-
}}
{{#if:{{{country<includeonly>|</includeonly>}}} |
{{!}} style="width:41%; background-color: #AAFAAA; font-weight:bold;" {{!}} Released in USA:
{{!}} style="width:1em%%; background-color: #AAFAAA; {{!}}{{{usa}}}
{{!}}-
}}
{{#if:{{{release<includeonly>|</includeonly>}}} |
{{!}} style="width:41%; background-color: #AAFAAA; font-weight:bold;" {{!}} Released in EUR:
{{!}}style="width:1em%%; background-color: #AAFAAA; {{!}}{{{europe}}}
{{!}}-
}}
|}<noinclude>
== Usage==
<pre>
{{Infobox person
|title = <title>
|image = [[File:Image.png]]
|aka = <aka>
|developer = <developer>
|publisher = <publisher>
|platform = <platform>
|jap = <japan date>
|usa = <usa date>
|eur = <europe date>
}}
</pre>
[[Category:Infobox templates|{{PAGENAME}}]]</noinclude>
qjgt3aaoiuzu9e92nyoez6ooyydm9rc
Template:Clear
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2018-06-20T15:10:39Z
38.117.93.144
Created page with "<includeonly><div style="clear: both"></div></includeonly><noinclude>'''Usage:''' {{clear}} The template is being used you just don't know it! <pre><nowiki>{{clear}}</nowiki><..."
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text/x-wiki
<includeonly><div style="clear: both"></div></includeonly><noinclude>'''Usage:'''
{{clear}}
The template is being used you just don't know it!
<pre><nowiki>{{clear}}</nowiki></pre>
[[Category:Templates]]
</noinclude>
c3wewch5tb5bufg2xtf3bv2v0m1o6su
Template:DarkMoonHack
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Luigim1
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wikitext
text/x-wiki
{| class="infobox bordered" cellpadding="4" style="width: 24em; font-size: 95%; float: right;"
| align="center" colspan=2 bgcolor="#9966ff" style="font-size:110%; " | '''''{{{title}}}'''''
|-
| align="center" colspan="2" | {{{image}}}
|- valign="top"
| style="white-space: nowrap;" bgcolor="#9966ff" | '''Name'''
| style="width:14em" | {{{game}}}
|- valign="top"
| style="white-space: nowrap;" bgcolor="#9966ff" | '''Icon:'''
| style="width:14em" | {{{icon}}}
|- valign="top"
| style="white-space: nowrap;" bgcolor="#9966ff" | '''Creator'''
| style="width:14em" | {{{creator}}}
|- valign="top"
| style="white-space: nowrap;" bgcolor="#9966ff" | '''Game ID'''
| style="width:14em" | {{{gameid}}}
|- valign="top"
| style="white-space: nowrap;" bgcolor="#9966ff" | '''Release Date'''
| style="width:14em" | {{{released}}}
|- valign="top"
| style="white-space: nowrap;" bgcolor="#9966ff" | '''Region'''
| {{{region}}}
|- valign="top"
| style="white-space: nowrap;" bgcolor="#9966ff" | '''Version'''
| style="width:14em" | {{{version}}}
|- valign="top"
| style="white-space: nowrap;" bgcolor="#9966ff" | '''System'''
| style="width:14em" | {{{system}}}
|-
!align="center" colspan=2 bgcolor="#9966ff" style="font-size:110%; " | [[{{{title}}}:ROM map|ROM Map]] | [[{{{title}}}:Notes|Notes]]
|}
<includeonly>[[Category:Hack]][[Category:Dark Moon Hack]]</includeonly>
<noinclude><pre>
{{Hack
|title = Title
|game = Game Name
|image = [[Image:Sample.png|center|320px]]
|icon = [[Image:Sample.png|32px]]
|creator = Creator
|gameid = Game ID
|released = Month Day, Year
|region = region
|version = v1.0
|system = Game Console
}}
</pre></noinclude>
raeeebwv6075oyz0nth8l3ielqn3fd2
Template:DidYouKnow
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Luigim1
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wikitext
text/x-wiki
<noinclude>Current stuff:<br /></noinclude>{{#switch:{{#expr: ({{NUMBEROFEDITS:R}} + ({{#time:s}} mod 2) * {{#time:s}} + (({{#time:s}} + 1) mod 2) * ({{CURRENTWEEK}} and 3)) mod 6}}|
0=*...an icon of Daisy called <b>Test.bti</b> in the games files?|
1=*...an unused creepy hand graphic found only in the files of the Japanese release?|
2=*...that book that the portrait ghost, Neville, is seen reading is titled Mario Story, a reference to the Japanese title of Paper Mario?|
3=*...that the ''[[Luigi's Mansion 3DS|Luigi's Mansion 3DS remake]]'' has been hacked one hour after it got released?|
4=*...that there is a mirror beside the door in the Breaker room?|
5=*...that the Sitting Room and Guest Room have ghosts that are inaccessible during the blackout?|
}}<br />{{#switch:{{#expr: ({{NUMBEROFEDITS:R}} + ({{#time:s}} mod 2) * {{#time:s}} + (({{#time:s}} + 1) mod 2) * ({{CURRENTWEEK}} and 4)) mod 6}}|
0=*...that if you hold '''B''', '''X''', and '''Start''' button at the same time, it will reset the game?|
1=*...that Mario has a model stretched to fit Luigi's proportions in Luigi's Mansion'?|
2=*...that Luigi's Mansion: Dark Moon was delayed so it would be released on the Year of Luigi?|
3=*...that [https://www.youtube.com/watch?v=QnItyAukXw8 you can mod the BMS sequences] in Luigi's Mansion?|
4=*...that the only time the GameCube release lags is when Luigi is in the Armory room?|
5=*...that... uh... umm...|
}}<br />{{#switch:{{#expr: ({{CURRENTHOUR}} + ({{#time:s}} mod 2) * {{#time:s}} + (({{#time:s}} + 1) mod 2) * ({{CURRENTWEEK}} and 5)) mod 6}}|
0=*...that Luigi's Mansion project repository name was called ''project1''?|
1=*...that there is an unused Luigi model called <tt>luige.szp</tt> that has all of the E3 animations?|
2=*...that Luigi's Mansion Arcade is the only title in the series designed for the Windows OS?|
3=*...that the Luigi's Mansion hacking started from a website called Luigi's Bigger Mansion?|
4=*...that we are running out of ideas for this?|
5=*...that there are three unused maps in Luigi's Mansion?|
}}<br />{{#switch:{{#expr: ({{CURRENTHOUR}} + ({{#time:s}} mod 2) * {{#time:s}} + (({{#time:s}} + 1) mod 2) * ({{CURRENTWEEK}} and 4)) mod 6}}|
0=*...that Nintendo used to used [http://pserver-project.org/ PServer] to organize the Luigi's Mansion project repository?|
1=*...that the mirror in the Mirror Room is the only mirror that doesn't teleport you back to the foyer?|
2=*...that Luigi's Mansion's room archives (for models) are capped at roughly 450kb?|
3=*...that there are six debug modes in Luigi's Mansion?|
4=*...that the Pikmin trailer in Luigi's Mansion is accounted for 36% of the total filesize?|
5=*...that Luigi's Mansion (USA Release) actually 186 MB in size?
}}
etk2u52xbbclbb4x9w9gc2eptptulj8
Template:Game
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2019-03-26T02:19:49Z
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wikitext
text/x-wiki
{| class="infobox bordered" cellpadding="4" style="width: 24em; font-size: 95%; float: right;"
| align="center" colspan=2 bgcolor="#489400" style="font-size:110%; " | '''''{{{title}}}'''''
|-
| align="center" colspan="2" | {{{image}}}
|- valign="top"
| style="white-space: nowrap;" bgcolor="#489400" | '''Name'''
| style="width:14em" | {{{game}}}
|- valign="top"
| style="white-space: nowrap;" bgcolor="#489400" | '''Icon/Banner:'''
| style="width:14em" | {{{icon}}}
|- valign="top"
| style="white-space: nowrap;" bgcolor="#489400" | '''Developer'''
| style="width:14em" | {{{developer}}}
|- valign="top"
| style="white-space: nowrap;" bgcolor="#489400" | '''Game ID'''
| style="width:14em" | {{{gameid}}}
|- valign="top"
| style="white-space: nowrap;" bgcolor="#489400" | '''Release Dates'''
| style="width:14em" | {{{released}}}
|- valign="top"
| style="white-space: nowrap;" bgcolor="#489400" | '''Version'''
| style="width:14em" | {{{versions}}}
|- valign="top"
| style="white-space: nowrap;" bgcolor="#489400" | '''Size'''
| style="width:14em" | {{{isoromsize}}}
|- valign="top"
| style="white-space: nowrap;" bgcolor="#489400" | '''System'''
| style="width:14em" | {{{system}}}
|-
| style="white-space: nowrap;" bgcolor="#489400" | '''Project Name:'''
| style="width:14em" | {{{projectid}}}
|-
!align="center" colspan=2 bgcolor="#489400" style="font-size:110%; " | [[{{{title}}}:ROM map|ROM Map]] | [[{{{title}}}:Notes|Notes]] | [[{{{title}}}:Tutorials|Tutorials]] | [[{{{title}}}:Docs|Docs]]
|}
<includeonly>[[Category:Nintendo Game]]</includeonly>
<noinclude><pre>
{{Game
|title = Title
|game = Game Name
|image = [[Image:Sample.png|center|320px]]
|icon = [[Image:Sample.png|32px]]
|developer = Developer
|gameid = Game ID
|released = Japan: Month Day, Year<br />USA: Month Day, Year<br />Europe: Month Day, Year<br />
|versions = v1.0
|isoromsize = 123.45 MB (988 Blocks)
|system = Game Console
|projectid = Project Name
}}</pre></noinclude>
36tgxi3y1iwtnmkecblus2vky77gsrd
Template:GameCubeHack
10
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2019-10-15T16:43:39Z
Luigim1
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wikitext
text/x-wiki
{| class="infobox bordered" cellpadding="4" style="width: 24em; font-size: 95%; float: right;"
| align="center" colspan=2 bgcolor="#00948c" style="font-size:110%; " | '''''{{{title}}}'''''
|-
| align="center" colspan="2" | {{{image}}}
|- valign="top"
| style="white-space: nowrap;" bgcolor="#00948c" | '''Name'''
| style="width:14em" | {{{game}}}
|- valign="top"
| style="white-space: nowrap;" bgcolor="#00948c" | '''Icon/Banner:'''
| style="width:14em" | {{{icon}}}
|- valign="top"
| style="white-space: nowrap;" bgcolor="#00948c" | '''Creator'''
| style="width:14em" | {{{creator}}}
|- valign="top"
| style="white-space: nowrap;" bgcolor="#00948c" | '''Game ID'''
| style="width:14em" | {{{gameid}}}
|- valign="top"
| style="white-space: nowrap;" bgcolor="#00948c" | '''Release Date'''
| style="width:14em" | {{{released}}}
|- valign="top"
| style="white-space: nowrap;" bgcolor="#00948c" | '''Region'''
| {{{region}}}
|- valign="top"
| style="white-space: nowrap;" bgcolor="#00948c" | '''Version'''
| style="width:14em" | {{{version}}}
|- valign="top"
| style="white-space: nowrap;" bgcolor="#00948c" | '''System'''
| style="width:14em" | {{{system}}}
|-
!align="center" colspan=2 bgcolor="#00948c" style="font-size:110%; " | [[{{{title}}}:ROM map|ROM Map]] | [[{{{title}}}:Notes|Notes]]
|}
<includeonly>[[Category:Hack/GameCube]]</includeonly>
<noinclude><pre>
{{Hack
|title = Title
|game = Game Name
|image = [[Image:Sample.png|center|320px]]
|icon = [[Image:Sample.png|32px]]
|creator = Creator
|gameid = Game ID
|released = Month Day, Year
|region = region
|version = v1.0
|system = Game Console
}}
</pre></noinclude>
8h60itgt0xbexdg7oolfslzsxgjcaci
Template:Hack
10
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2019-10-15T00:29:28Z
Luigim1
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Luigim1 moved page [[Template:Hack]] to [[Template:GameCubeHack]]
672
wikitext
text/x-wiki
#REDIRECT [[Template:GameCubeHack]]
hs75exnff0sbfuoedxpkdrkngxkqqjb
Template:HeaderTemplate
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2019-03-03T03:45:43Z
Luigim1
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text/x-wiki
<div>
<!-- Beginning of header section -->
{|style="width:100%;margin-top:+.7em;background-color:#489400;border:1px solid #ccc;-moz-border-radius:20px"
|style="width:45%;color:#000"|
{|style="width:100%;border:solid 0px;background:none"
|-
|style="width:100%px;text-align:center;white-space:nowrap;color:#000" |
<div style="font-size:195%;border:none;margin: 0;padding:.1em;color:#FFFFFF">{{{welcome}}}</div>
|}<!-- Blurb & useful links -->
|style="width:45%;font-size:125%;color:#FFFFFF"|
{{{blurb}}}
|}<!-- End of blurb & useful links -->
</div>
q5flusmochuy161zg9lzhdabhqrjmyx
Template:Hex
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2018-06-21T15:45:47Z
Luigim1
30442431
Protected "[[Template:Hex]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
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text/x-wiki
<tt><b>{{{1}}}</b></tt><noinclude>
Used for displaying hexadecimal offsets without crap HTML.
Format: <nowiki>{{hex|0183}}</nowiki> = {{hex|0183}}
[[Category:Templates]]
</noinclude>
g88vzyj2vtahb0148q85k1bkwxfj2ef
Template:LMTextBox
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Luigim1
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text/x-wiki
<includeonly>{| {{#if: {{{system|}}}|class="papersystem"|style="margin: 1px 0px 1px 0; background-color: #FF; color: #000; line-height: 1.50; font-size: 120%; border: 2px #454645 solid; {{#if: {{{menu|}}}|height: 64px; width: 304px;|height: 70px; width: 325px;}}"}}
|{{#if: {{{title|}}}|+<span style="font-size: 70%; color: #000; text-shadow: none !important;">'''{{{title}}}'''</span>|}}
|
[[Image:LMTextIcon mario.png|24px]]{{{1}}}<br />
<nowiki>
</nowiki>{{#if: {{{img1|}}}| {{{2}}}|}}{{#if: {{{menu|}}}||<br />
<nowiki>
</nowiki>{{#if: {{{2|}}}| {{{2}}}|}}{{#if: {{{menu|}}}||<br /><nowiki>
</nowiki>{{#if: {{{3|}}}|{{{3}}}|}}}}
|}</includeonly>
<noinclude>
<pre>
Template for Luigi's Mansion message boxes.
Examples:
{{LMTextBox|
|aka bob
img1|Line2|Line3|title=Title name}}</pre>
{{LMTextBox|img1|Hey, it's line 2.|title=This is the title.}}
<pre>{{LMTextBox|Line|system=true}}</pre>
{{LMTextBox|WINDOW 1|title=This is the title.}}
[[Category:Templates]]</noinclude>
843cywjqedqugqg43y9l6seu95vd0nz
Template:LM ARCADE
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Luigim1
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wikitext
text/x-wiki
{| style="background: #09b754; border: 1px solid #000; width: 40%;"
|-
| [[Image:LM_ARCADE.png|left|50px]]<div style="text-align: center;"> This is an asset from '''[[Luigi%27s_Mansion_Arcade|Luigi's Mansion Arcade]]'''.<br />Screenshot, texture, sprite, you name it.
</div>
|}
<div style="clear: left"></div><br>
<noinclude>
==Needswork Template==
Use this template on pages that significantly depart from standards or conventions, or pages with content that needs to be organized or moved to other pages. This template should be placed near the top. Using this template will place the page in the category [[:Category:Luigi's Mansion Arcade]].
Do not use this template on pages with minor problems. If the problem is small, it can be corrected or addressed in the talk page.
Do not use this template for problems not listed above. A more appropriate template may be used (e.g. the stub template can be used for pages that need more content), or the problem may be addressed in the talk page.
</noinclude>
<includeonly>[[Category:Pages that need work]]</includeonly>
6hxekmhy5und3y12j8k6bz43frqwkfu
Template:Main-gallery
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Luigim1
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Protected "[[Template:Main-gallery]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
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<includeonly>:''For this subject's image gallery, see [[Gallery:{{{1|{{PAGENAME}}}}}]].''</includeonly><noinclude>==Usage==
If the page name matches the Gallery name (e.g., [[Super Mario Bros.]] & [[Gallery:Super Mario Bros.]]), <code><nowiki>{{main-gallery}}</nowiki></code> is sufficient.
If they are different in any way (e.g., [[Mario & Sonic at the Olympic Games (Wii)]], [[Gallery:Mario & Sonic at the Olympic Games]]), you must add the gallery title as a variable, i.e:
<pre><nowiki>{{main-gallery|(GALLERY TITLE)}}</nowiki></pre>
e.g., <code><nowiki>{{main-gallery|Mario & Sonic at the Olympic Games}}</nowiki></code> gives:
{{main-gallery|Mario & Sonic at the Olympic Games}}
[[Category:Notice templates]]</noinclude>
dro5q3u59n9s3vnso7sisto7tmxxem9
Template:MainTemplate
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2009-07-08T08:41:15Z
MediaWiki default
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text/x-wiki
{{HeaderTemplate|welcome={{{welcome}}}|blurb={{{blurb}}}}}
<br />
<!-- LEFT COLUMN -->
{| width="100%" cellspacing="0" cellpadding="0" style="background:transparent;"
|-
| width="50%" style="vertical-align:top; padding-right:0.5em;" |
<!-- Info about this site -->
{{SectionTemplate|title={{{about_title}}}|content={{{about_content}}}}}
| width="50%" style="vertical-align:top; padding-left:0.5em;" |
<!-- Featured Article -->
{{SectionTemplate|title={{{featured_title}}}|content={{{featured_content}}}}}
|}
<br />
<!-- RIGHT COLUMN -->
{| width="100%" cellspacing="0" cellpadding="0" style="background:transparent;"
|-
| width="50%" style="vertical-align:top; padding-right:0.5em;" |
<!-- Did you know... -->
{{SectionTemplate|title={{{didyouknow_title}}}|content={{{didyouknow_content}}}}}
| width="50%" style="vertical-align:top; padding-left:0.5em;" |
<!-- Site news -->
{{SectionTemplate|title={{{news_title}}}|content={{{news_content}}}}}
|}
__NOTOC__
__NOEDITSECTION__
e4p99tjrg6tq47iqlh9ln9ua3v35z2z
Template:Mbox
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2018-09-20T02:44:00Z
Luigim1
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Created page with "<table class="msgbox" style="{{ #if: {{{border|}}} | border-color: {{{border}}}; | }} {{ #if: {{{background|}}} | background: {{{background}}}; | }} {{ #if: {{{color|}}} | col..."
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<table class="msgbox" style="{{ #if: {{{border|}}} | border-color: {{{border}}}; | }} {{ #if: {{{background|}}} | background: {{{background}}}; | }} {{ #if: {{{color|}}} | color: {{{color}}}; | }}"><tr><td class="msgboximg" style="min-width:{{{min-width|50}}}px;">[[File:{{{image|Placeholder.png}}}| {{{pic-align|center}}} | {{{caption|Hmmm...}}} | {{{iwidth|50}}}px]]</td><td>{{{text|'''Message box template'''.<br>Use attribute 'text' to change this!}}}</td></tr></table>{{ #if: {{{category1|}}} | [[Category:{{{category1}}}]] | }}{{ #if: {{{category2|}}} | [[Category:{{{category2}}}]] | }}{{ #if: {{{category3|}}} | [[Category:{{{category3}}}]] | }}<noinclude>
Message box template, used for generating an easy-to-make nagbox for people. Will probably be used in other container templates to automate some selections (image, color, etc)... Shouldn't really be used on its own except as a joke on userpages.
<nowiki>{{mbox</nowiki>
| text= Text inside the box
<u>optional:</u>
| image= Image to use (1:1 aspect ratio, resized to 50×50), file name only, e.g. [[:File:Placeholder.png]] would be ''Placeholder.png'' only.
| iwidth= Image width in pixels (keep it at 50 generally), e.g. ''50''.
| caption= Image caption.
| border= Border color, e.g. named constants, #0123456, #123, etc.
| background= Background color.
| color= Text color.
| category1= Category to put this page in.
| category2= Second category to put this page in.
| category3= Third category to put this page in.
| min-width= Minimum width to put the picture in.
| pic-align= Picture alignment. Use ''left'', ''right'', or ''center''. Defaults to ''center''.
<nowiki>}}</nowiki>
[[Category:Templates]]
</noinclude>
tgk5po4xxd2rp3kd12aj1z31vbt34zd
Template:Needswork
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Luigim1
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wikitext
text/x-wiki
{| align="center" style="background: #FFD; border: 1px solid #888; width: 40%;"
|-
| [[Image:Warning.png|left]]<div style="text-align: center;"> {{{note|The content on this page needs to be organized and/or moved to more appropriate pages.}}}<br>See the [[Talk:{{PAGENAME}}|Talk Page]] for discussion.
</div>
|}
<div style="clear: left"></div><br>
<noinclude>
==Needswork Template==
Use this template on pages that significantly depart from standards or conventions, or pages with content that needs to be organized or moved to other pages. This template should be placed near the top. Using this template will place the page in the category [[:Category:Pages that need work|Pages that need work]].
Do not use this template on pages with minor problems. If the problem is small, it can be corrected or addressed in the talk page.
Do not use this template for problems not listed above. A more appropriate template may be used (e.g. the stub template can be used for pages that need more content), or the problem may be addressed in the talk page.
</noinclude>
<includeonly>[[Category:Pages that need work]]</includeonly>
4lqlr3iysv1ob6ghom3g6o163vgnsop
Template:Notes
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Luigim1
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text/x-wiki
<includeonly><div id="catlinks"><blockquote>The following page is a ''Notes Page'' for ''[[{{{game}}}]]''.</blockquote>[[Category:Notes Page]]</div>
{{clear}}<br></includeonly><noinclude>
==Usage==
{{notes}}
<pre><nowiki>{{notes}}<nowiki></pre>
[[Category:Templates]]
</noinclude>
0ofntgjp68nqy2wucg6auy4zhbnf21v
Template:ROMMap
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Luigim1
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text/x-wiki
<includeonly><div id="catlinks"><blockquote>The following page is a ''ROM Map'' for ''[[{{{game}}}]]''.</blockquote>[[Category:ROM Maps]]</div>
{{clear}}<br></includeonly><noinclude>
==Usage==
{{notes}}
<pre><nowiki>{{notes}}<nowiki></pre>
[[Category:Templates]]
</noinclude>
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Template:Rightsource
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2018-05-09T04:18:20Z
Luigim1
30442431
Created page with "<!--T:1--> <includeonly><div style="text-align:left;font-size:smaller;">''({{{2|Source}}}: {{{1|source needed}}})''</div></includeonly><noinclude> Used for crediting the origi..."
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<!--T:1-->
<includeonly><div style="text-align:left;font-size:smaller;">''({{{2|Source}}}: {{{1|source needed}}})''</div></includeonly><noinclude>
Used for crediting the original discoverer of things. Usage: <code><nowiki>{{rightsource|author|alt}}</nowiki></code>, where author is where you got the source from, be it a person or a website or what have you, and alt is something you want to write instead of "Source: ".
<!--T:2-->
Put this at the bottom of a section. If there are a lot of sections with the same source, just use the template once on the bottom of the last section.
<!--T:5-->
Don't get confused as this only goes left. Only use it when weird stuff happens and it horizontally stretches some stuff.
[[Category:Templates]]
</noinclude>
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Template:Rippedgraphic
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<div style="padding: 0.5em; border: 1px solid #aaa; background: #f7f7f7;">This image was ripped from {{ #if: {{{1|}}} | a(n) '''{{{1}}}''' game | {{ #if: {{{system|}}} | a(n) '''{{{system}}}''' game | a game }} }}.</div>
<includeonly>{{ #if: {{{1|}}} | [[Category:{{{1}}}_graphic_rips]] | {{ #if: {{{system|}}} | [[Category:{{{system}}}_graphic_rips]] | [[Category:Ripped_graphics]] }} }}</includeonly><noinclude>
Used for rips of game graphics; e.g., CHR pages, graphics files, etc.
Usage:
<pre>
{{rippedgraphic|system}}
</pre>
Where ''<tt>system</tt>'' is one of:
* NES
* Game Boy
* SNES
* N64
* Genesis
...etc.
Automatically categorizes images tagged with this into the [[:Category:Ripped_graphics|Ripped graphics]] category (by system, if specified).
Template from TCRF.
[[Category:Image_templates]]
</noinclude>
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Template:Screenshot
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<includeonly><div style="padding: 0.5em; border: 1px solid #aaa; background: #f7f7f7;">This image is a screenshot of a game from the Luigi's Mansion series or another game.</div>[[category:screenshot]]</includeonly>
<noinclude>
==Usage==
{{screenshot}}
<pre><nowiki>{{screenshot}}</nowiki></pre>
Use this template when you upload screenshots. These images shouldn't be used on the mainpage of the article in templates such as <nowiki>{{iNES}}, {{GameCube}}</nowiki>, and such. You use title screens for that. For the template for title screens, click [[Template:titlescreen|here]].
[[category:Templates]] sourced from data crystal
</noinclude>
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Template:SectionTemplate
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<h2 style="border:none; background-color:#489400; padding:0.2em 0; margin:0; color:#ffffff; font-size:125%; font-weight:bold; text-indent:0.5em; font-variant:small-caps; -moz-border-radius: 10px">{{{title}}}</h2>
<div style="margin-bottom:1em; padding:0.5em 0.8em 0.5em 0.8em;">
{{{content}}}
</div>
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Template:Source
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<!--T:1-->
<includeonly><div style="text-align:right;font-size:smaller;">''({{{2|Source}}}: {{{1|source needed}}})''</div></includeonly><noinclude>
Used for crediting the original discoverer of things. Usage: <code><nowiki>{{source|author|alt}}</nowiki></code>, where author is where you got the source from, be it a person or a website or what have you, and alt is something you want to write instead of "Source: ".
<!--T:2-->
Put this at the bottom of a section. If there are a lot of sections with the same source, just use the template once on the bottom of the last section.
<!--T:3-->
Obviously, don't use TCRF as a source, that's just stupid. And be careful when you use other wikis as a source.
<!--T:4-->
'''If the research is your own''', and you don't care or don't want to be directly credited, use {{tlink|group source}} instead
<!--T:5-->
[[Category:Templates]]
</noinclude>
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Template:Subpage
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Created page with "<includeonly> <!--T:1--> {{#if: {{{1|}}} | {{mbox | text= <span style='font-size: 150%; line-height: 150%'>'''{{#if: {{{tr|}}} | {{#titleparts: {{FULLPAGENAME}} | -1..."
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<includeonly>
<!--T:1-->
{{#if: {{{1|}}} | {{mbox
| text= <span style='font-size: 150%; line-height: 150%'>'''[[{{#if: {{{tr|}}} | {{#titleparts: {{FULLPAGENAME}} | -1 }} | {{FULLPAGENAME}} }}/{{{1}}}{{#if: {{{tr|}}} | /{{#titleparts: {{FULLPAGENAME}} | | -1 }} }} | {{#if: {{{tr|}}} | {{{tr|}}} | {{{1}}} }}]]'''</span><br>{{{text|}}}
| image= {{{image|Blank.png}}}
| caption=
| border= #ddd
| background= #fff
| iwidth = {{{width|50}}}
| pic-align = {{{pic-align|center}}}
| min-width = {{{min-width|50}}}
}}
| <blockquote>'''This is a sub-page of ''[[{{#titleparts: {{FULLPAGENAME}}|-1}}]]''.'''</blockquote> {{#ifeq: {{NAMESPACE}} | User | | [[Category:Subpages]] }} }}</includeonly><noinclude>
==Usage==
If you want to point out that this is a subpage of another one, just use <nowiki>{{subpage}}</nowiki>. If you want to '''link''' to a subpage, use it like this:
<pre>
{{subpage|Name|text=Text|image=Image|width=Width|pic-align=Align|min-width=Min-width}}
</pre>
Only the subpage name is mandatory.
*'''Name''' is the name of the subpage.
*'''Text''' is a small description of its contents. Usually has a [[Help:Guidelines#Humor|humorous]] sentence.
*'''Image''' is a related picture, sometimes one of the most interesting items on that subpage.
*'''Width''' is the image's width. Default is 50px.
*'''Align''' is the image's align. Default is center.
*'''Min-width''' is the image's minimum width. Default is 50px.
*'''tr''' is the translated title, and is to be only used in translations of pages. Using it outside of these will break it brilliantly.
</noinclude>
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Template:Titlescreen
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<includeonly><div style="padding: 0.5em; border: 1px solid #aaa; background: #f7f7f7;">This image is a screenshot of a title screen.</div>[[category:title screens]]</includeonly>
<noinclude>
==Usage==
{{titlescreen}}
<pre><nowiki>{{titlescreen}}</nowiki></pre>
[[category:templates]]
</noinclude>
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Template:Tlink
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<nowiki>{{</nowiki>[[Template:{{{1}}}|{{{1}}}]]<nowiki>}}</nowiki><noinclude>
Easy way to link to a template; just use <nowiki>{{tlink|bob}}</nowiki>. That gives {{tlink|bob}}, by the way.
[[Category:Templates]]
</noinclude>
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Template:Tooltip
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<includeonly><span style="cursor:help;<!--
ability to turn off underline dash if required (derivative use), $nodash or $3
--> {{#ifeq:{{{nodash|{{{3}}}}}}|nodash||border-bottom:thin dotted cornflowerblue;}}"<!--
--> title="{{{texttip|{{{2|}}}}}}">{{{target|{{{1}}}}}}</span><!--
--></includeonly>
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Template:TutorialPage
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<includeonly><div id="catlinks"><blockquote>The following page is the ''tutorial subpage'' for ''[[{{{game}}}]]''.</blockquote>[[Category:Tutorial Pages]]</div>
{{clear}}<br></includeonly><noinclude>
==Usage==
{{notes}}
<pre><nowiki>{{TutorialPage}}<nowiki></pre>
[[Category:Templates]]
</noinclude>
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Template:Unknown
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<includeonly>class="td-unknown"|{{{1|Unknown}}}</includeonly><noinclude>{{colored-tab-status-example}}
[[Category:Template/Table Status]]</noinclude>
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Template:Unknown-left
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<includeonly>class="td-unknown left"|{{{1|Unknown}}}</includeonly><noinclude>{{colored-tab-status-example}}
[[Category:Template/Table Status]]</noinclude>
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Template:Unsure
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'''Unsure if this model/texture is used or unused.'''
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Template:Unused
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Created page with "'''This graphic is unused in a Luigi's Mansion title.'''"
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'''This graphic is unused in a Luigi's Mansion title.'''
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Template:Unusedgraphics
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Created page with "'''This is an unused graphic in a Luigi's Mansion title.'''"
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'''This is an unused graphic in a Luigi's Mansion title.'''
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Template:Yes
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<includeonly>class="td-yes"|{{{1|Yes}}}</includeonly><noinclude>{{colored-tab-status-example}}
[[Category:Template/Table Status]]</noinclude>
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Category:Browse
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MediaWiki default
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This is a starting point which can be used to access any article on this wiki.
[[Category:Browse]]
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Category:Ending Screens
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Created page with "Luigi's Mansion Ending Screens."
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Luigi's Mansion Ending Screens.
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Category:File Format
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Created page with "This article contains a list of all file format information articles. For an overview see »[[List of File Formats]]«"
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This article contains a list of all file format information articles.
For an overview see »[[List of File Formats]]«
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Category:File Format/LM
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Luigim1 moved page [[Category:File Format/LM1]] to [[Category:File Format/LM]]
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This is a list of file formats only used in [[Luigi's Mansion]].
[[Category:File Format]]
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Category:File Format/LM1
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Luigim1 moved page [[Category:File Format/LM1]] to [[Category:File Format/LM]]
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#REDIRECT [[:Category:File Format/LM]]
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Category:File Format/Other
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This is a list of file formats that are used on multiple consoles.
[[Category:File Format]]
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Category:Hack/GameCube
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Created page with "Luigi's Mansion GameCube Hacks."
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Luigi's Mansion GameCube Hacks.
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Category:LM Hacking Information and Documentation
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Created page with "hacking info"
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hacking info
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Category:Luigi's Mansion Hacking
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Luigi's Mansion hacking info, that's pretty much it.
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Category:Luigi's Mansion Unused
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Created page with "Luigi's Mansion unused images of models and assets."
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Luigi's Mansion unused images of models and assets.
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Category:Templates
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This category is for '''Templates'''.
[[Category:Browse]]
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Category:Under Construction
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Created page with "This is a list of all pages that are under construction. [[category:Wiki Management]]"
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This is a list of all pages that are under construction.
[[category:Wiki Management]]
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Category:Utility templates
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This category is for '''Utility templates'''.
[[Category:Templates]]
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